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Players Manual 

Chapter One; INTRODUCTION 1 

Timeline 1 

Chapter Two: INTERFACE 7 

Main Game Interface 16 

Control Panel 20 

Chapter Three: GETTING STARTED 29 

Chapter Four: FACTION ANALYSIS 35 

White Sharks 35 

Black Octopi 49 

Silicons 62 

Chapter Five; COMBAT 79 

Mechanics 79 

Damage Calculation 81 

Appendix One: STRUCTURAL STATISTICS 83 

Appendix Two: SUBMARINE STATISTICS 86 

Appendix Three: WEAPONS STATISTICS 89 

HOTKEYS 91 

CREDITS 92 


WARRANTY 


.93 




Salmarm 

Tims 



©2000 Ellipse Studios. 

Submarine Titans is a 
Trademark of Ellipse Studios. 

All other Trademarks are the property of their 
respective owners. All rights reserved. 










Chapter One 

INTRODUCTION 


Intro 

After the strike of the Clark Comet in 2047 the surface of the Earth was wiped clean. Only a 
fortunate few tens of thousands of humans survived, huddled in subterranean vaults and submerged 
installations. 

Nature landed another series of blows, a twelve-year winter followed by the rapid heating of the 
Earths oceans and melting of the icecaps. Water levels rose by more than 60 feet and humans 
remaining on land were forced to subsistence levels, eking out a meager living in small communities. 

In the sea the survivors were more fortunate. The sea floor was only slightly affected by the 
calamities on the surface and their computer banks of knowledge remained intact. 

By the 22nd century the two powers that had defied the Comet and fought for world control had 
reestablished communication with the scattered undersea colonies. Two rival civilizations arose, the 
White Sharks, eager for dominance, and the Black Octopi, seeking balance with the Earth and prepared 
to enforce it with all the weapons at their disposal. 

The factions grew even more powerful with the discovery of Corium 276, a previously unknown 
element carried to Earth by the Clark Comet, essential in powering bases and subs. Trade began with the 
surface and both sides used technological magic’ to dominate large areas. 

The White Sharks remembered the failure of their plans 60 years earlier. In 2105 they began 
building a military machine to destroy the Black Octopi. The Black Octopi remained unaware, 
developing their technology and expanding their industrial base. 

Seeking new sources of Corium in 2110 the Black Octopi discovered an abnormally high concen- 
tration in the crater left by one of the largest Clark fragments to strike Earth. While exploring the region, 
several subs were destroyed by unknown forces and the Black Octopi quickly sent a larger taskforce to 
investigate. What they found was an alien race of creatures with advanced technology who aggressively 
attacked any units in the crater area. Upon receiving this news the Black Octopi began to build their 
own military force to protect their holdings. 

By 21 15 the White Sharks’ high command, unaware of the Black Octopi build-up, deemed their 
forces ready for war against their pre- comet enemy and launched a pre-emptive strike. 

Reeling from the blow, but more prepared than the White Sharks expected, the Black Octopi moved 
part of their force to suppress the aliens and the rest to defend their civilian bases against the massive 
attack. 

This is the world of Sub Titans. 


Timeline 

2037 Astronomers around the world realize that the Clark Comet’s orbit will cause it to collide with 
Earth in 2047. Worldwide panic and economic depression ensues in the developed world and sever- 
al nations begin local conflicts to gain strategic mountainous or resource-rich terrain that they believe 
is vital to survive the collision. 


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Chapter One 

INTRODUCTION 


2038 Ecological organizations receive massive funding increases. Effective marketing campaigns 
focused on their activities to protect and preserve life on Earth strike a chord with the panicked 
population. The major environmental organizations buy ailing major corporations and form a 
conglomerate with business interests that crosses all spheres. EcoOctopus, as the hybrid organization 
becomes known, begins following ecologically driven business strategies and experiences a sales boom as 
consumers feel that someone is doing something about the crisis. 

2039 An organization is created under the auspices of the United Nations with military leadership 
named the UN Combined Earth Defense force (UNCED). The body begins negotiations with world 
governments on a global defense strategy involving elements of each nations scientific and military forces. 
UNCED is given the power to militarily intervene in local conflicts to safeguard supplies, personnel and 
resources vital to the world s defense. 

2040 Several previously stable countries fall into anarchy and UNCED imposes order using force 
under the guise of safeguarding vital supplies and personnel. Members of the organization are nicknamed 
'Sharks’ as the organization has 'teeth’ and isn’t afraid to use them. Shark operatives begin extending their 
influence into many stable governments, ostensibly an extension of their UN mandate. 





Chapter One 

INTRODUCTION 


2040 EcoOctopus buys vast sections of undersea 'land’ and begins construction of farms, habitats 
and commercial concerns. New techniques in mining permit exploitation of undersea resources, and new 
building techniques are developed based on space technology to cope with implosive water-pressure, 
weightlessness’ and other challenges of full-time life undersea. Simultaneously, EcoOctopus begins 
developing major commercial space habitats with the aim of providing self-sufficient orbiting habitats 
around Earth and other planets within 5 years. 

2041 The first major undersea habitats are opened to colonists - they are promoted as the new 
frontier and secure from a comet strike. Colonists are asked to pay vast amounts of money to 'live and 
work in an undersea paradise.’ As the world’s elite rush to take advantage of this security, they 
discover that EcoOctopus owns and sells all oxygen. To many, the colonists seem virtual servants of the 
organization. 

2041 UNCED 'Sharks’ begin development of a doomsday laser designed to disintegrate the Clark 
Comet before it reaches the Earth. The project is rife with corruption and competing factions within the 
organization squabble. Meanwhile, the organization's leaders begin construction of their own undersea 
habitats. These structures are primarily military bases and huge factories, built with the justification that 
the organization and its leadership need to survive the strike to maintain world order. UNCED 
clandestinely takes over the governments of various countries, an extension of its mandate to ensure the 
'correct’ distribution of vital resources. 

2041 EcoOctopus scientists make a breakthrough in the principles behind matter transmission and 
begin working on a prototype system. 'Teleporter’ technology is viewed as a potential way to reduce the 
anticipated death toll by shunting people to protected areas. Shark operatives steal the documentation 
behind the system for their own project. 


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INTRODUCTION 



2042 The 'Doomsday laser’ project is abandoned due to ‘time constraints.’ UNCED gains UN 
endorsement for taking control of the majority of nuclear materials and production facilities. 
Uncooperative nuclear scientists are placed under house-arrest, and a major research facility is established 
in central Australia to develop nuclear satellite bombs to disperse the comet. The Sharks also appropriate 
the EcoOctopus space habitat program as a launching platform (with the rubber-stamping of the UN) 
and begin converting all space assets available into nuclear weapons. Major world governments are allowed 
to retain a fraction of their nuclear ballistic missile strength. The Sharks’ claim to have ended the arms race 
and use the favorable PR to gain further power in major countries. 

2042 EcoOctopus becomes aware of the Sharks’ the strength in world politics after unsuccessfully 
lobbying to preserve their space program. The organization begins nurturing third world governments 
deemed unimportant by UNCED, promising them the technology to build safe havens for their 
governments undersea and in space. 

2043 An anti-comet missile program is begun by UNCED. The remaining sovereign government 
ballistic missiles are placed under UNCED control. 

2045 The satellite bomb program is completed, with 51 nuclear satellites launched into position 
ahead of the comet. EcoOctopus launches a major military offensive on UNCED, using local government 
armies and militias to regain control of large areas of North America and Europe. The UN continues 
rubber-stamping UNCED, but collapses when US patriots conquer New York. The UNCED leadership 
is forced to flee to their secret undersea bases, but not before their forces assault EcoOctopus strongholds. 
Many EcoOctopus bases are destroyed by elite Shark troops. However, the organization remains intact 
due to the support of its third world allies. The promising Teleporter program is abandoned as the 
destruction of research facilities means that neither side has the resources to proceed. 


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n 


2045 The Silicons enter the Solar System short on fuel and looking for a source of high quality and 
easily extractable Corium. They settle on the Clark Comet, estimating there to be sufficient time for their 
craft to refuel and leave the Comet before impact. The impact with Earth is deemed an important 
scientific event, and the Silicons plan to remain in the solar system for a number of years to evaluate the 
planet’s native species pre- and post-impact behavior. 

2046 North American and European governments take control of all UNCED assets on their 
continents, including resources from the incomplete anti-comet missile program. Africa, South America 
and Asia remain contested areas as independent warlords, governments and the Sharks and EcoOctopus 
are in constant conflict. Australia remains a UNCED stronghold with over 70% of the world’s available 
nuclear capacity. Remaining governments refrain from acting against the continent to avoid nuclear 
retaliation. Antarctica is abandoned despite its resource reserves, as neither side has the resources to stretch 
a hand out to take them. 

2046 The Clark Comet (with attached Silicon spacecraft) encounters the nuclear satellite grid. While 
many malfunction, 27 satellites explode near, or in contact with, the Comet, which breaks into 46 major 
pieces and thousands of smaller ones. The Silicon spacecraft is badly damaged but not destroyed and is 
able to use the mass of a major comet fragment to shield the craft during atmospheric entry. The craft has 
sufficient power to land, but after impact is crippled, destroying the craft’s information storage facilities. 
The surviving crew is marooned on Earth. 




Chapter One 

INTRODUCTION 


2046 North America and Europe launch their ballistic missiles at the major comet fragments in a 
last-ditch attempt to divert part of the Comets mass. UNCED uses this opportunity to launch nuclear 
and conventional strikes on land bases and undersea habitats owned by EcoOctopus and other powers 
hostile to the organization. EcoOctopus and its allies retaliate, and both sides are crippled. UNCED 
regards this as a successful strike despite losing many far-flung facilities, because its major bases in Australia 
are virtually undamaged. 

2046 Major comet fragments rain down over the planet during 14 hours of terror, destroying most 
major cities and other areas. Central Australia is hit by one of the largest fragments, destroying the 
UNCED facilities. Tidal waves wash across all continents, destroying everything in their paths. However, 
the undersea habitats are untouched. 

2047-2059 Earth suffers major cooling due to the debris in the upper atmosphere. The 12-year 
winter destroys the remaining crops, and the struggling human communities on land face starvation. The 
undersea habitats are reduced to subsistence levels, losing their ability to trade with other habitats. 

2060-2090 The Earth begins heating up at a phenomenal rate in what becomes known as the 
Burning Summer. This counteracts the cooling, averting an ice age, but also melts much of the polar ice 
caps, and over time ocean levels rise by 1 5 meters. This temperature increase is believed to be caused by 
the strange mineral (Corium) discovered in comet fragments. 

2085-2095 The remaining EcoOctopus and UNCED undersea habitats discover Corium 276 near 
comet fragment strikes. They develop the means to harvest the energy of this radiating element and begin 
building up their bases and renewing contacts with surviving habitats. 

2100 The remaining humans on land begin organizing themselves into feudal societies. In time, they 
will contact the more advanced’ undersea communities and begin to trade food for resources. The 
undersea organizations become known as Corium hunters, and their names change from UNCED to 
White Sharks and EcoOctopus to Black Octopi. 

2105 The White Sharks begin rebuilding their military. As their oldest remaining documents reveal, 
they plan to defeat their undersea rivals, and then reclaim the Earth’s surface. The Black Octopi focus on 
peaceful scientific development and providing ecologically sound solutions. They aim to turn the Earth 
into an ecological paradise. 

2107 Teleporter technology is perfected by a new team of scientists. This technology is only useful 
for short trips, and attempts to increase the transit distance are unsuccessful. 

2110 The Black Octopi begin investigating the crater left by one of the largest comet fragments, and 
discover a strange species of silicon-based creatures who fight them off The Black Octopi organization 
begins gearing up its militia to defend its cargo vessels against this alien species. 

2115 The White Sharks are satisfied with the development of their military machine and launch their 
first strike against the Black Octopi. They aim to wipe them out rapidly, and then capture and use the 
Corium resources to enslave the land. 


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Chapter Two 

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The Submarine Titans Interface 

This chapter covers the workings of the Submarine Titans game interface. The default hotkeys will 
be listed where applicable, but you may customize them as you see fit in the Submarine Titans 
Configuration file, usually located in the same folder on the Start Menu as the Submarine Titans 
game. 

Submarine Titans Editor 

Submarine Titans includes a powerful and easy to use editor for creating your own levels. If you need 
information regarding the use of the editor a rather comprehensive help file has been included with 
Submarine Titans. Simply access the Submarine Titans Senario Editor help file off of your Windows 
Start Menu in the same folder as the shortcut that is used to launch Submarine Titans. 

Submarine Titans Configuration Program 

There is an additional Submarine Titans configuration program you may access from the Start Menu 
(in the same folder as the Submarine Titans game). From this utility, you may adjust many game 
factors, including player names, video and audio settings, all game file paths, and all the available in- 
game hotkeys. It is not typically necessary to modify anything in this program to make Submarine 
Titans work correctly, but it does allow you to customize Submarine Titans to your specific liking. 

Menu Navigation 

Before you actually get into a game of 
Submarine Titans, you will first need to 
navigate a few menus. 

Main Menu 

This is the initial screen you see 
whenever you start up Submarine 
Titans. Any option that ‘Returns to the 
Main Menu’ will return to this screen. 

Solo Game 

All single-player games are accessed 
from the Solo Game menu. This 
includes the Campaigns, Battles, 

Tutorials, Add-on Missions, and Load 
for previously saved Solo Games. 

Network Game 

All multi-player games are accessed from the Network Game menu. Submarine Titans offers the 
choice of IPX/LAN Network Games, Internet/TCP for direct IP games. Modem Connections for 
direct games. Serial Connections for direct games, and access to the Free Standard Game Server 
(FSGS) game locator service. 

Campaign Statistics 

This feature allows you to track your Campaign progress in any of the three, faction-specific, single- 7 

player Campaigns. 





Chapter Two 

INTERF ACE 


Select Player 

Select Player allows multiple people 
to play Submarine Titans from the 
same computer, without affecting 
each others statistics. From here you 
can create/delete player IDs, or 
select a player from a list of previ- 
ously created IDs. To create a new 
player, simply type the name in the 
topmost box and click the OK but- 
ton. 

Exit 

Returns you to your operating sys- 
tem (the Windows desktop) . 



Solo Game 



Campaign 

A Campaign is a series of story-driven single-player missions. Each faction has a unique 
Campaign that depicts their struggle to claim dominance in the world of Submarine Titans. 

Battles 

Battles are independent games set on randomly generated or predefined maps. Each Battle is sep- 
arate and has no effect on any other Battles you wage. 

Load 

Allows you to Load a previously saved single-player game. 


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Chapter Two 

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/ 



Add-ons 

Any non-standard Campaigns you may have downloaded from the internet are accessed from the 
Add-ons menu. 

Tutorial 

Each faction has a brief Tutorial, a learning scenario that will help teach you the faction basics and 
game controls. 


Campaign 

From here you may decide whether 
to start a White Sharks, Black Octopi, or 
Silicon Campaign. Each one is unique, 
providing hours of replay value. Simply 
select the side that you wish to play for 
and click the Start button. 



Battles 

Each Battle can be customized to your 
preferences before the match starts. If 
you wish to play on one of the 
pre-created maps, left-click on the maps 
name from the list. Information on the 
map will appear in the left box detailing 
size, number of players, and map 
objectives. You may bring up more Battle 
options by hitting the Settings button. 
Hitting the Random button will take 
you to the random map generation 
screen. Multi-player Batdes are set up 
like single-player Battles, with the 
exception that at least some of your 
opponents will be human players. 





Chapter Two 

INTERF ACE 


Random 

If you do not wish to use one of the 
default Battle maps, you may choose to 
use a Random map. You can alter the 
size of the map, number of players, 
map texture, resource abundance, 
gold density, and mountain abundance. 
Once the appropriate selections have 
been made, simply click "Generate 
Map" and a map will be randomly 
created for you. 


Settings 


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The Settings bar allows you to customize the style of game to play. Each Settings option is described 
below: 

Game Type 

Kill All 

This is the default game type for single-player and multi-player matches. Your goal is to destroy every 
non-allied unit and structure on the map. 

Kill All Without Minerals 

Kill All Without Minerals is like the Kill All game type, but there are no harvestable minerals on the 
map. Instead, each player is allotted a certain amount of resources at various time intervals. 

The Flagship Hunt 

Leading each force is a flagship. To win, your side must find and destroy the flagship of every 
opponent. 



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Starting Resources Level 

Sets the relative amount of resources that each side has at the beginning. High means more of each 
initial resource, while Less means fewer resources. 

Gold Density Level 

The higher the Gold Density Level, the easier it is to sublimate gold from seawater. 

Starting Tech Level 

Determines the relative level of technology for each player at the beginning. The higher the 
setting, the more initial technology the player has. 

Ma xi m u m Tech Level 

Sets the upper limit to which technology can be researched. The lower the limit, the less 
technology will be available. 

Maximum Units Per Side 

Determines the maximum number of structures and submarines each side can build. Decreasing the 
maximum units allowed per side may help reduce latency (lag) in multi-player games as well as 
increase frame rate in single-player games. 

Starting Objects Set 

This controls which submarines each player initially controls. The Sets for each faction are as follows: 



Black Octopi 

white Sharks 

Silicons 

Set 1 

1 Assembler 

1 Constructor 

3 Capsule-Prototypes 

Set 2 

1 Assembler 

2 Fighters 

1 Destroyer 

1 Constructor 

2 Sentinels 
1 Liunter 

3 Capsule-Prototypes 
3 SHS Subs 

Set3 

1 Assembler 

2 Fighters 

1 Destroyer 
1 Lieavy Cruiser 
1 Marauder 

1 Constructor 

2 Sentinels 
1 Liunter 

1 Cruiser 
1 Raider 

3 Capsule-Prototypes 
3 SHS Subs 
1 Escort 
1 Usurper 


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Fog of War 

When turned off, the map will be completely revealed, and everyone will always have a full view of 
the entire map, and all players will be able to see exactly what every other player is doing. When 
enabled. Fog of War 'blacks-out’ unexplored regions of the map, and ‘grays-out’ explored areas not 
currently occupied by a player s unit. 

Team Play Game 

When enabled, this feature requires each player to join one of 8 possible teams. Players on the same 
team will play the entire match as though they are permanently allied. 

Ally Visibility 

When turned on, any allied players will share map information and can effectively see through their 
allies’ eyes. 

Allow Computer Assistants 

This toggle allows you to enable/disable the computer controlled helper system that can 
normally be selected during a Battle. 

Allow Spectators in the Game 

If enabled, non-combatants will be able to watch the game’s events, but will not be able to 
intervene. Spectators are assigned to a player and will be able to watch the game through that 
player’s eyes. Chat messages sent by spectators are visible to all game players. 

Sonar 

Clicking on the Sonar mini-map will reveal the starting location for each player. 
Clicking on the Sonar map again will hide the starting locations. 


Customize Players 

When changing the settings, you will also be able to customize each player’s starting color, 
faction, team, and controller. In single-player Battles, you will control whichever side is set to 
Human, and the AI will play any faction not set on Disable. Alliances or Teams will display to the 
right of the player’s name. 

If you wish to allow more players to fight on your faction during a Team Play Game, click on 
the arrow to the left of your player’s name. 

== — ^ ^ — This allows new players to sign up under your 

faction and share in the control of your units and 
resources. This setup is also how Spectators join up 
to watch. 



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Load 

Any previously saved Solo Games can 
be accessed from the Load section. The 
menu breaks down your list of saved 
games according to Campaign saves, 
Battle saves, and Add-on mission saves. 
Simply click on the tab to view that list 
of saved games. Click on a game from 
the list and hit Load to resume your 
saved game. 


Add-ons 

The Add-ons menu lists all 
available custom Campaigns. To begin 
an Add-on, click on one from the list 
and hit the Start button. 


Tutorial 

A short Tutorial is provided for each of 
the three factions. Tutorials are designed 
as low-intensity training battles. Basic 
functions such as construction, 
harvesting resources, and managing your 
fleet are covered. To begin one of the 
three Tutorials, click on one of the 
faction names and hit the Start button. A 
short mission briefing will follow. To 
begin the Tutorial, you simply hit the 
Start button once again. 





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Network Game 

All games involving multiple human 
players are set up from the Network 
Game screen. Multi-player games are 
handled in nearly the exact same fashion 
as a single-player Battle. The most 
noticeable difference is the chat feature, 
which allows players to relay messages 
back and forth during setup and during 
the game. Before you begin a game, you 
must select a method of playing. There 
are five different ways to connect to 
other players in Submarine Titans. To 
join a game, highlight one of the four 
game types from the list and hit Join. To 
host a new game, highlight one of the four options and hit New. The FSGS uses its own 
system to host and join games, which is explained below. Submarine Titans uses Microsoft’s default 
DirectPlay ports for Internet games. Some network firewalls may block the ports Submarine Titans 
needs. If you suspect a problem, contact your network administrator. 

IPX Connection for DirectPlay 

If you are connected by a LAN (Local Area Network) to other computers, you may select a multi- 
player IPX game. All computers involved must be configured for network compatibility and must 
have the IPX protocol installed in their Network Neighborhood. One player needs to host the game 
and other players on the network may join. 

Internet TCP/IP Connection for DirectPlay 

Using the TGP/IP protocol you may join another player’s game over the Internet. All players 
trying to join a TGP/IP game must know the IP address of the host computer. If you need to find 
out your current IP address, simply type 7ip’ in the chat line at the bottom of the multi-player game 
setup screen and hit enter. Your current IP address will then show up in the chat window; this is the 
number other players need to enter (including the periods) when Submarine Titans asks them for 
the IP address of the host. 

Modem Connection for DirectPlay 

If both players have a modem attached to their computer and do not wish to use the Internet 
TGP/IP, they may directly connect their modems. This requires one player to host and another to 
call in and join the game. 

Serial Connection for DirectPlay 

A Serial Gonnection is a direct serial cable connection between two computers over a GOM port. 
Both players must configure their Serial Gonnection and one will host while the other joins. 



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FSGS (Free Standard Game 
Server) 

The FSGS is a game-locating and chat 
tool that is incorporated into Submarine 
Titans. When you first launch the FSGS, 
you must register with the service to 
obtain a login ID and a password. 
Registering with FSGS is completely free 
and requires no credit information. Hit 
the New ID button to register as a new 
user for FSGS. You may use the 
Password button to change your pass- 
word after you have registered. 



The FSGS is set up much like a 
chatroom. You may broadcast messages 
by entering text into the field below the 
chat log and hitting Enter. If you wish to 
send a private message, select a user from 
the list on the right, type in a text 
message, then hit the Whisper button. 

To move to a new channel (chatroom), 
either type in the name of the new 
channel and hit Go To Ghannel or click 
on the Ghoose Ghannel button and 
select from a list of available channels. 

You may join games by clicking 
the Join Game button and then either 
selecting a game from the list or typing 
in the name of a specific game. Information on any selected game will be displayed, and you may 
join the game’s ready room by again hitting OK. The Game Type field will allow you to selectively 
choose which games to display on the list. To create a new game, hit the New Game button and set 
up the game name (and password if desired). Once your game has been created, simply set up the 
game to your liking and wait for players to join. 



Chapter Two 

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Load 


If you have previously saved any multi-player games, you may use the Load function to resume a 
save. The loading player will act as the host and the other players will join normally. 


Campaign Stats 

The Campaign Statistics screen will 
show your battle statistics from any 
previously attempted mission in any of 
the three campaigns. Simply select a 
faction and mission, and you may 
review your current player’s statistics 
for that mission. You may also replay 
any mission by hitting the 'Replay 
button from this screen. 



Main Game Interface 



Game Interface 

Once you’re actually in a Submarine 
Titans battle, you’ll quickly need to adapt 
to the game’s interface. There are several 
key areas present on the Main Game 
Interface that you will use frequently and 
need to master. The White Sharks and 
Black Octopi have nearly identical 
interfaces. The Silicons interface looks 
different, although it functions about the 
same. To help simplify things, the 
interface will be broken down into three 
separate sections. Remember that you can 
modify most commands used on the 
interface, including hotkeys and mouse 
functions, from the Submarine Titans 
Configuration menu, located in the same 
directory as Submarine Titans. 


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This area is where you will observe and con- 
trol all of your units actions. You’ll quickly 
notice that Submarine Titans functions in a 
three-dimensional environment. Each map 
has five depth levels which represent the 
approximate distance below the surface of 
the ocean for all structures, submarines and 
terrain features. Watch the shadows cast by 
submarines to track their motion along the 
ocean floor regardless of their depth. To 
select a unit or structure, position the cursor 
over the unit and left-click on it. If you wish to select a group of units, hold down the left mouse 
button and drag the cursor to create a box around the units. The right mouse button will perform the 
default action for any selected unit. For most submarines, the default action is to Move, but it will change 
to Attack when an enemy unit is under the cursor. Structures typically do not have a default action, 
except defensive turrets, which will default to an Attack command when appropriate. On the right side 
of the viewing area is a depth indicator for the cursor. Moving the cursor around will cause this depth 
indicator to rise and fall, displaying the depth of the underlying terrain. If you wish to select a new unit 
or structure, simply left click on it or drag a box around a new group. If you issue a specific order to a 
unit, such as a Move command using the Move button (discussed below), the left mouse button is used 
to execute the specific order while a right-click will cancel the order without execution. 

Top Tool Bar 

n ; i ri jrn ; 

Across the top of the game interface is a thin tool bar with several buttons and information 
displays. Starting from left to right, these function as follows: 

Game Settings 

From the Game Settings menu you can access several options that deal with modifying the game and 
its playability. From the main screen you may access the Save Game, Load 
Game, Restart Game, Exit to Main Menu, Quit Game, Mission Objectives, 
and Settings. The last option. Settings, has several sub-sections. 



Main Viewing Area 



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Music 

You may adjust the Music setting from this menu. If necessary, you can try turning off the Music or 
adjusting its source if you encounter performance problems. 

Sound Effects 

You may adjust all non-music effects, such as battle sounds and unit voices, from this menu. 

Game Settings 

The Game Settings menu contains the scroll-speed adjustments for the Sonar Map and Main 
Viewing Area. You may also adjust the overall Game Speed. 

Graphics 

If you wish to turn off any of the graphical features, such as unit animations, you may do so from 
the Graphics section. Turning off graphical features may help improve slow graphical 
performance. 

Screen Settings 

The game resolution and the prominence of chat messages are adjustable on the Screen Settings 
section. Decreasing resolution may help improve poor graphical performance. 


Computer Assistants 



If you wish to let the Artificial Intelligence 
control some or all of your fleet, you may 
enable a Gomputer Assistant. There are 
three default Gomputer Assistants, each 
with a different behavior pattern. If you acti- 
vate a Gomputer Assistant, you may make 
structures and submarines unavailable for 
the computer to control with the buttons 
located on the Sonar Map (discussed below). 


Resource Assistant 

The Resource Assistant will manage your faction’s resources and economy. When necessary, it will 
build and control submarines and structures vital to keeping your faction well-financed. 

Guard Assistant 

The Guard Assistant will control and build any structures and submarines it feels are necessary to 
protect and defend your base. The Guard assistant will construct defenses and automatically set up 
submarine defensive patrols. 

Full Game Assistant 

A Full Game Assistant will effectively run your faction in the exact fashion that a computer- 
controlled opponent would run his. This covers all aspects of your faction, from production, to 
research, to warfare. 


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Diplomacy 



If you wish to accept or offer allegiances to other players, the 
diplomacy menu will allow you to make and accept proposals. 
You may also use the buttons at the bottom and the arrow tabs 
at the right to choose the recipients of your chat messages. The 
handshake icon next to each player’s name represents the 
following: 



This icon appears next to the name of the player with whom you want to make an 
alliance. 



This icon appears next to the name of the player who wants to make an alliance with 
you. 



This icon indicates that you are in alliance with the player. 


Help System 



The help menu contains three main sections: Mission Objectives, 
Titanopedia, and the Tips of the Day. The Mission Objectives are 
the winning conditions for the current batde, and the Tips of the 
Day are a series of hints to help you understand Submarine 
Titans. The Titanopedia contains a plethora of reference 
information about almost every object you may encounter in 
Submarine Titans. You may also use the Get Info About Object 
button in the lower right corner of the game interface to bring up 
the Titanopedia information on the target. 


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Resource Supply Indicators 

For the White Sharks and Black 
Octopi, your available resources are 
listed from left to right in the 
following order: Oxygen, Gold, 

Corium, and Metal. 

For the Silicons, your available 
resources are listed from left to 
right in the following order: 

Energy, Corium, and Silicon. 

Every action of construction or research requires the expenditure of some resources. These costs 
are typically listed in the pop-up info box whenever you access something from a build/research 
menu. Resources are not instantly deducted from your available supply, but the total cost of the 
research/construction will slowly drain from your supply of resources. The less time it takes for the 
resear ch/construction action to finish, the quicker it will drain its total cost from your resources. 

Control Panel 

The Control Panel is the most important tool for controlling the actions of your submarines and 
structures. The Control Panel can be subdivided into three areas: the Submarine Orders Panel, the 
Sonar Minimap, and the Structure Orders Panel. The design of the Control Panel differs slightly for 
the Silicons, and any control changes will be discussed separately from the White Sharks and Black 
Octopi controls. All three sides have a message bar across the bottom that displays the name of 
whichever unit is beneath the cursor. To the right of the message bar is a counter that tallies your 
total submarines + structures and a Get Help on Object button that allows you to bring up the 
Titanopedia information on any selected unit. 

Submarine Orders Panel 

The left side of the Control Panel allows you to issue orders to 
your submarines. Depending on your screen resolution, the left 
edge of this area will have several monitor-like stations that will 
display a picture of the currently selected submarine and the last 
few submarines selected. 

Information on the currently selected submarine (or group of submarines) is 
shown below the picture of the active submarine. A depth indicator next to the 
monitors indicates the depth (s) of the active submarine(s) . You may change the 
depth by clicking on a new depth, provided that there is no intervening terrain in 
the way. The main area to the right contains all the order-issuing options available 
to your submarines. 

You may click on any of the monitors to change the active submarine to the 
one pictured in the monitor. The most recendy used submarines will cycle through 
the monitors in the order that you selected them. 






•'ll 




— — * 





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The top icons represent the various orders for the submarine. 
These may vary according to the type of submarine you have cho- 
sen. Standard military submarines have a Move order, an Attack 
order, a Defense order, a Return to Repair order, a Patrol order, 
and an AI Settings icon. With some submarines, such as the 
Assembler, you will see different icons. The Assembler is not 
equipped with weapons, so the Attack order is replaced with a 
Build Object order. Other submarines also have 
special order icons, typically replacing the Patrol order icon. The 
function of these special orders varies and is described in the 
submarines description. 

Near the lower-middle of the orders panel lies the Current Upgrade/Formations button. The 
Current Upgrade button is available when only a single submarine is active. Clicking on this button 
will bring up a list showing all technological advancements affecting the active submarine. If more 
than one submarine is active, the Current Upgrade button changes to the Formations button. 
Clicking the Formations button brings up the Formations Menu, allowing you to adjust the spread 
of the active submarines. 

The Formations Menu allows you to control the pattern of your 
submarines. The available types of preset Formations are listed along 
with an option to lock-in a custom Formation or break the current 
Formation. The icons on the lower edge of the menu allow you to 
increase/decrease the area the Formation covers, or make the Formation 
turn left or right. To set a Formation, select one from the list and click-drag the cursor to create an 
arrow facing the direction you wish your Formation to face. The larger you make the arrow, the more 
area the Formation will initially cover. 

The last part of the Submarine Control Panel is the Return to Repair AI setting indicators. 
Initially, your submarines will never Return to Repair automatically, but you may adjust this with 
the two indicators. Setting the indicator to 25% will cause the active submarine(s) to return to a 
repair facility (recharge facility for the Silicons) when they have 25% of their total hit points left. 
Setting the indicator to 75% will result in the active submarine(s) returning when they have 75% of 
their total hit points left. Note that the % indicators are the % remaining of their total hit points, 
NOT % of total hit points lost. 

The Silicon Submarine Orders Panel looks different from the White 
Shark or Black Octopi interface, but functions in the same manner. On the 
top left is the Energy level indicator, showing how much remaining energy 
is left in the active submarine. The Depth indicator is directly to the right 
of the Energy level indicator. To the right of the Depth indicator rests the 
Return to Repair indicator. The Silicons have an extra setting on their 
Return to Repair indicator, a 50% marker between the 25% and 75% 
buttons. Remember that Silicon subs will return to the nearest Replenish Pod to restore Energy 
levels (used to regenerate hit points) rather than actually returning to a repair facility. The order 
panel, located below the other functions, works in the exact same fashion as the White Sharks and 
Black Octopi order panels. 





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Move (M) 

Issuing a move order causes all submarines to travel the quickest path to the selected destination. 
Your submarines will ignore all enemy units until they have reached their destination. 

Attack (A) 

An Attack order can only be issued on a submarine or structure. Any submarine ordered to Attack 
will engage the target and attempt to destroy it. By holding down the left mouse button, you may 
create a box around a group of targets instead of selecting a single target. 

Build Object (B) 



This order replaces the Attack order on all construction submarines and allows them to build struc- 
tures. Once you click on this order, a list of available structures will open to allow you to select the 
appropriate structure to construct. 

Each picture represents a different structure; you may move the mouse cursor over the icon to 
display the structure’s name and construction cost. The required resources to build a structure are 
color-coded; a green number represents the corium cost and a silver number represents the metal 
cost. The structure construction list is divided into five separate sections, each dealing with a specif- 
ic type of structure. You may select a new list of structures to look at by clicking on one of the appro- 
priate icons, or you may scroll the current list to the left or right using the arrow keys. 


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Chapter Two 

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If you do not possess the requisite technology to build a structure, it will appear darkened on 
the structure list. The technology required to build that structure will appear under the structure’s 
name, instead of its construction cost. 

Load Resource (L) 

This order replaces the Attack order on resource-gathering submarines. The Load Resource order is 
automatically issued when a resource-gathering submarine is active and you left-click when the 
cursor is over a mine you control. Once issued a Load Resource order, the submarine will go to the 
appropriate mine, load up as much of the resource as possible, and then proceed to a depot or silo 
to unload its cargo. Once unloaded, it will automatically return to the mine to gather more resources. 

Defense (S) 

Once issued a Defense order, the active submarine(s) will make their best effort to avoid 
incoming fire and return fire on any hostile submarines or structures within their range. Fast, small 
submarines are better at evading incoming fire than large, slow submarines. 

Return to Repair (R) 

If a submarine has suffered any damage, issuing a Return to Repair order will send the 
submarine back to the nearest repair structure (not repair submarine) to repair the damage. On 
Silicon units, this command is listed as Replenish Energy and will cause the active submarine (s) to 
return to the nearest Replenish Pod to restore any lost energy. 

Patrol (CTRL + P) 

Once a Patrol order is issued, the active submarine(s) will begin to travel back and forth between 
their original position and the point where the Patrol order was issued. The Patrolling submarine(s) 
will automatically attack any enemy forces they encounter. If the Patrolling units destroy enemy 
forces, they will resume their Patrol pattern. 

Unload Resource (U) 

The Unload Resource order replaces the Patrol order on resource-gathering submarines. This order 
will cause a resource-gathering submarine to stop its current action and return to the nearest 
unoccupied silo and deposit its cargo. It is not necessary to issue this order if you have already issued 
a Load Resource order, as the submarine will automatically return to a silo or depot when it fills its 
cargo bay. 

Dismantle (No hotkey) 

The Dismantle order replaces the Patrol order on construction submarines. If you wish to remove 
one of your structures, use a construction submarine to issue a Dismantle order on the structure. 
Dismantling a structure will give back a small portion of the resources used in the structure’s con- 
struction. 


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AI Settings (ALT + A) 

Each submarine has several additional orders that you can issue from the AI Settings menu. The 
additional orders available from this menu are: 

Attack Zone (CTRL + A) 

As an alternative to drag-clicking a box, you may select the Attack Zone icon and then create a box 
around an area you wish your units to attack. All enemy units inside that zone will be attacked in 
whatever order your submarines encounter them. 

Guard Zone (CTRL + Z) 

By selecting this order and dragging a box around some friendly units, you can order a 
submarine or group of submarines to guard a zone against enemy attacks. Should a hostile unit enter 
this zone, your units will engage it and attempt to destroy it or force it to leave the zone. 

Guard Object (CTRL + G) 

By selecting the Guard Object order, you may order submarines to guard a specific unit from attack. 
This includes both submarines and structures. Any hostile unit engaging the guarded object will be 
specifically attacked by whichever unit you ordered to guard the object. If you order faster 
submarines to guard slower submarines, you may then issue move orders to the slower submarines 
and the faster submarines will follow them at a matched pace. 

Patrol (CTRL + P) 

The Patrol command is also accessible from the AI Settings menu. Once issued, the active 
submarine(s) will travel back and forth between their original position and the point where the Patrol 
order was issued. The Patrolling submarine(s) will automatically attack any enemy forces they 
encounter. If the Patrolling units destroy enemy forces, they will resume their Patrol pattern. 


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Chapter Two 

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Teleport (No hotkey) 

The Teleport function only becomes useful after you have constructed an appropriate teleportation 
structure for your faction. Once you have a destination set for your Teleport structure, you may select a 
group of units, click on the Teleport order, then click on the teleport structure you wish them to use. 
The group of submarines will then migrate through the teleporter, one at a time, pausing whenever the 
structure needs to recharge, until all submarines have moved through. If the teleporting structure’s 
Teleport destination has not been set, the submarines will not move. 

Scout (CTRL + S) 

Once a destination has been selected for a submarine to Scout, it will travel to that point, but will 
not engage any enemy forces. If the unit takes any damage from a hostile unit, it will retreat back to 
the point from where it began its Scout order. 

Lock/Unlock Position 

When a submarine is locked into its position, it will hold its position regardless of any 
incoming enemy activity. This allows you to move submarines into set defensive positions. Any 
submarine with the Lock Position option enabled will not move to intercept any incoming enemy 
units. Unlocking a submarine’s position will allow them to roam around to intercept incoming 
enemy units. 

Aggressive Mode 

Located in the lower right-hand corner of the AI Settings box, this button toggles off/on the 
Aggressive AI setting. If the button is highlighted, the active submarine (s) will automatically engage 
any enemy forces they encounter and break any previous orders. A submarine set in Aggressive mode 
will ignore further orders if it is already engaged with an enemy unit, unless you order it to Attack 
another nearby unit. 

Sonar Minimap 

The Sonar Minimap serves as a quick reference point to 
help you manage your faction more efficiently. It 
displays all areas you have currently explored and shows 
where friendly and any visible enemy units are located. 
The blue rectangle represents the area currently in the 
main viewing area. You may re-center the main viewing 
area to any point on the Sonar Minimap by left-clicking 
anywhere on the Sonar Minimap. Orders to active 
submarines may be issued to any destination on the 
Sonar Minimap in the same fashion you would issue 
them in the main viewing area. For example, if you have 
an active submarine, right-clicking anywhere on the 
Sonar Minimap would issue the default Move order and 
the submarine will move to that point. 






Chapter Two 

INTERF ACE 


Located in the upper-left corner of the Sonar Minimap area is the current game running-time. Below 
the running-time is an option to enable/disable the North/East/South/West direction labels on the Sonar 
Minimap. The upper-right corner of the Sonar Minimap area contains two buttons. When the first 
button is disabled (by left-clicking on it), no enemy supply objects will appear on the Sonar Minimap. 
If the second button is disabled, no enemy military objects will appear on the Sonar Minimap. The 
bottom-left corner contains two buttons that allow you to rotate the entire viewing area, main view area 
and Sonar Minimap together, either clockwise or counterclockwise. Opposite the clockwise and 
counterclockwise buttons lie the zoom-in and zoom-out buttons. Hitting either of these buttons will 
zoom the main viewing area into or away from the terrain. This allows you to view more of the 
batdefield without increasing the games resolution. 

Located on the right and left sides of the outermost part of the Sonar Minimap are the Computer 
Assistant control buttons. Whenever you have a Computer Assistant active, the assistant will 
automatically attempt to manage whatever submarines and structures it requires to achieve its goals. The 
toggle button on the right side of the Sonar Minimap allows you to disable the assistants access to the 
active structure, and the toggle button on the left side allows you to disable the assistants access to the 
active submarine(s). 

Structure Orders Panel 



The right-most part of the control panel allows you to issue orders to the active structure. The 
Structure Orders Panel has two main areas to its interface. The number of monitors on the right edge 
of the Structure Orders Panel will vary depending on the game resolution. 

You may click on any of the monitors to change the active structure to the one pictured in the 
monitor. The most recently used structures will cycle through the monitors in the order that you 
selected them. Information on the currently selected structure is shown below the picture of the 
active structure. A depth indicator is placed to the left of the active structure, indicating the active 
structures depth. 


26 



Chapter Two 

INTERF ACE 


/ 


I 



The left part of the Structure Orders Panel is where you issue orders to your structures. Unlike 
submarines, the Structure Orders Panel differs for almost every structure in Submarine Titans. If you 
are unsure about what a button or display on a structure s order panel represents, simply move the 
cursor over the part in question and a text bubble will appear with the feature’s function. The most 
common feature found on all structures is the 'Self-Repair’ button. 

If a structure takes damage, you may start repairs by hitting the 'Self-Repair’ button. Structures 
may not engage in other activities, such as research or construction, while they are undergoing 
repairs. Most structures have simple menus that are displayed in the main area beneath the Self- 
Repair button. The most complex order menu is found on structures capable of building new units 
or other structures. Much like the 'building submarines’ (Assemblers, for example), these structures 
possess a separate build menu. Clicking on the 'Build Submarine’ button will cause a similar menu 
to pop up. 



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Chapter Two 

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Each submarine icon represents a different submarine available for production. The build menu 
for structures functions like the build menu for construction submarines such as Assemblers. You 
may display the name and construction cost of a submarine by moving the cursor over a submarine’s 
icon. The resources required to build a submarine are color-coded; a green number represents the 
corium cost and a silver number represents the metal cost. The structure construction list is divided 
into four separate sections, each dealing with a different class of submarine. You may select a new list 
of submarines by clicking on one of the appropriate icons, or you may scroll the current list to the 
left or right using the arrow keys. 

If you do not possess the requisite technology to build a submarine, it will appear darkened on 
the list. The technology required to build that submarine will appear under the submarine’s name 
instead of its construction cost. 

The Silicon Structures Order Panel looks different 
from the White Shark or Black Octopi interface, but 
again, it functions in the same manner. The top-left of 
the panel contains any applicable orders for the struc- 
ture, such as the ‘Build Submarine’ button. All Silicon 
structures have a ‘Replenish Energy’ button to refill the 
Energy supply. Damaged Silicon structures use Energy 
for repairs and require an influx from your Energy bank 
to maintain repairs. The depth indicator is directly to 
the right of the order panel. The blue bar to the right of 
the depth indicator displays the Energy supply of the 
active structure. The bottom half of the Silicon Structures Order Panel contains information relevant 
to the structure, such as a progress indicator for submarine construction. 



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Chapter Three 

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Getting Started 

If you’ve never played a real-time strategy game before, getting used to the unique combination of 
base management, resource gathering and combat can be quite a task. This section will help you start 
playing and enjoying Submarine Titans. 

Game Concepts 

A game of Submarine Titans is heavily dependent on how several important game concepts are 
handled. These concepts are the basis for how a player uses his starting units to eventually defeat his 
opponents. The main factors during a game of Submarine Titans are detailed in the following 
section. 

Resources 

One of the most important things to know in Submarine Titans is how to manage your resources. 
While the White Sharks and Black Octopi manage their resources similarly, the Silicons have a 
completely different resource model. Because of the differences in resource management, it is impor- 
tant to be familiar with each style. 

There are 6 resources in the game: 

1 . Oxygen is extracted from water with the help of a special structure. 

2. Metal is extracted from wreckage or metal deposits with the help of metal mines, transports, 
and depots. 

3. Corium is extracted from Corium deposits only (meteor fragments). 

4. Gold is extracted from water or received as payment for the sale of other resources. 

5. Silicon is extracted from sand with the help of Silicon Extractors. 

6. Energy can be extracted from metal deposits or from the recycling of metal wreckage. 

White Sharks and Black Octopi need the following resources: 

Metal 

Metal is used by both White Sharks and Black Octopi in building submarines and structures. Metal 
is extracted from deposits scattered across the sea shelf and varies in density. It is mined by a special 
structure and then transported to a storage facility by a cargo transport. The cargo subs used to 
transport metal for the Black Octopi are called Cargo Subs; for the White Sharks, they are TranSubs. 
Transferring metal resources to an ally requires it to be first processed into a Cargo Container. Cargo 
Containers can also contain more of the resource than a single transport can 
normally carry. Metal may also be bought or sold through a TradeCenter for the White Sharks and 
via a Market for the Black Octopi. Trade Centers and Markets create Cargo Containers. 

Corium (276) 

Corium is the most complex element ever discovered. It has the ability to radiate an enormous 
amount of energy and is vital for constructing, powering, and arming submarines and special 
structures and generators. Corium is extracted from deposits scattered across the sea shelf and varies 
in density. It is mined by a special structure and then transported to a special storage facility by a 
cargo transport. Like metal, this resource can be sold, bought or transported in Cargo Containers. 


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Chapter Three 

GETTING S TARTED 


Gold 

All scientific research is funded by Gold. Gold also serves as the medium for exchanging resources 
(for example, Metal into Gorium or vice versa). Gold is extracted directly from seawater by special 
filtering structures. The speed of Gold extraction varies based on the density of dissolved Gold in the 
seawater and will decrease gradually as more Gold is extracted from the seawater. 

Oxygen 

Oxygen is required to run the life support systems in all underwater structures. A steady Oxygen 
supply is required before new structures can be constructed. Every completed structure will 
continuously use a certain amount of air. If there is ever an insufficient supply of Oxygen, many 
structures will slow down or cease functioning. Oxygen is extracted from the seawater by 
electrolysis at Air Extractors for the White Sharks and at 02 Sublimators for Black Octopi. Each 
Sublimator or Extractor will provide a limited supply of Oxygen. 

The Silicons need the following resources: 

Silicon 

Silicon is the primary resource for the Silicons, required in the production of all subs and 
structures. Special Silicon Extractors mine silicon from sand on the ocean floor. Silicon Extractors all 
have a minimum control area and no additional extractors may be built in a pre-existing extractor's 
control area. Silicon extraction rates do not decrease over time like Gold, nor does Silicon require a 
separate storage facility like Gorium. Silicon may be converted into Energy at an Energy Gonverter. 

Corium (276) 

Gorium is required during the production of most structures, submarines equipped with weapons, 
and some types of ammunition. Gorium Gollectors extract Gorium from raw deposits of varying 
density and Transports deliver it to Gorium Silos for usage. Gorium may be converted into Energy 
at an Energy Gonverter. 

Energy 

Energy is used by all Silicon submarines and structures for basic survival and for hit point 
regeneration. The speed of regeneration depends on the submarine's/structure's current supply of 
stored energy. Energy can be acquired through conversions at an Energy Gonverter or harvested from 
metal deposits with an Energy Accumulator. A submarine's store of Energy is depleted over time and 
must be restored by a Replenish Pod. 


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Chapter Three 

GETTING S TARTED 


Unit & Structure Production 

Along with researching new technologies and managing resource collection, you will also need to 
manage and produce various types of structures and submarines. Structures and Submarines are 
typically very specialized and must be strategically deployed to maximize their usefulness. 

Each faction has four standard military units, with each successive unit typically having more 
weapons, armor, and a higher construction cost than the previous. In addition to military 
submarines, there are a number of special and non-combatant subs available. While some special 
subs are capable of fighting as well as some military subs, there is no predictable pattern in their 
development. 

Efficiently balancing your resource expenditures between research, structures, and submarines is 
one of the keys to victory in Battle. Each faction will require you to balance this expense-versus- 
income model in a slightly different fashion. Ideally, you should have enough resources to fund all 
your expenditures and enough expenditures to minimize your excess resources. 

Research & Technology 

Each faction researches and acquires new technology differently. The White Sharks focus 
mainly on military power and have the least amount of new technologies to research. Black Octopi 
have a larger technology tree to explore than the White Sharks, but the Silicons have the largest 
variety of new technologies to research. Eactions with more available advanced technology initially 
have weaker submarines when compared to a faction with less total available research. This usually 
means the White Sharks have the strongest initial subs, followed by the Black Octopi, and lastly, the 
Silicons. The prerequisites for researching new technologies are usually directly related to the total 
amount of technology available to the faction. The White Sharks have the shortest and simplest tech 
tree, with the fewest prerequisites for new research. The Black Octopi are next in terms of 
complexity; followed again by the most complex race, the Silicons. 

Getting Ready 

There are three main goals you need to keep in mind if you wish to be successful at Submarine 
Titans: building and defending your base, gathering resources, and building an offensive fleet to 
destroy the opponent. This section is intended to give a few pointers toward achieving a proper 
balance among these three objectives. 


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Chapter Three 

GETTING S TARTED 


In general, when you begin a new mission, you’ll want to build your base and start harvesting 
resources before you begin to amass a fleet of offensive units. You’ll usually start near fields of both 
Corium and metal. However, in order to harvest these resources, you’ll need to build transport subs, 
so you should probably start with a SubCenter, Dockyard, or Protoplasm Generator, depending on 
which side you’re playing. While that structure is being built, start to build the resource extractors 
and a silo for storing them, so that once you can build the transport ships, the resources are ready to 
be harvested. After you have a steady supply of Corium and metal (or energy), you should also build 
structures that harvest gold (or silicon, in the case of the Silicons). Unlike the Corium or metal 
extractors, you can build gold or silicon production facilities without the need of a deposit. Gold 
Extractors, however, will only function well if you build them with approximately seven spaces 
between them. Silicon Extractors, on the other hand, have a pre-set minimum spacing that will not 
allow you to place them too close to each other. You can build Gold Extractors right next to each 
other if you wish, but their efficiency will be greatly reduced. 

Once you have a good flow of resources coming in, you should probably build a few low-level 
military subs. After they are complete, use them to scout the area. You will likely find another pair 
(or more) of Corium and metal fields nearby. From this point, you probably should build another 
set of extractors and silos for the resources. In the meantime, however, you should 
build a research structure, along with defensive structures to fortify your base. 

After you have established your base, you will need to decide whether you wish to continue to 
build your defenses and proceed with your research, amass a fleet of submarines and attack the 
enemy, or try to strike a balance between the two. The following section will cover each method. Do 
not use it as the rule, instead refer to it as a guide. Use it to develop a strategy that works best for 
you. 

Quick Start 

While there are many paths to victory in Submarine Titans, the first step is always going to be a 
strong beginning. This section is intended to give you a few tips on starting a mission for each of the 
three sides. 

White Sharks: 

The White Sharks begin with a slight edge over the two other factions. Since you will be able to build 
your first two military subs without the need for research, a White Sharks player will be able to build 
a quick and simple fleet before the Black Octopi or Silicons are able to research the 
technology needed to construct their more powerful subs. Whether you wish to take advantage of 
this with an early attack, or wait to research your more powerful technologies, is up to you. 

First off, build an Air Extractor, and then scout the area for the Gorium and Metal fields. Once 
you find them, build a SubGenter nearby. Then start building Metal and Gorium extractors, along 
with a Depot to hold the materials as they’re gathered by your TranSubs. Once your sub 
construction facility is up and running, build a couple of transport subs to begin processing the 
materials. 


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Chapter Three 

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Now, you can choose between an aggressive early attack, or the standard research path. If you 
want to build a fleet and attack early (a tactic known as a "rush"), go ahead and build an ArmCenter 
and one or two more SubCenters. The ArmCenter is automated and will begin producing Small 
Torpedoes. Set your SubCenters to make a large number of Hunters and a few Sentinels. Send the 
Sentinels out to find the enemy bases, and send your Hunters behind them for the early (and 
hopefully devastating) attack. 

There is a risk when rushing your opponent, however. If they have the capabilities to repel your 
attack and destroy your subs, you will have wasted your time building the fleet, leaving you open 
and defenseless to a counterattack (or another player’s rush). It’s something of an all-or-nothing 
proposition, so you may find it more advantageous to proceed up the research tree a bit, unlocking 
the technologies that will make your subs more powerful and resistant to attack. 

If you want to try a more standard approach, build a few TechCenters in your base. You can 
build only one if you want, but multiple TechCenters will enable you to research multiple 
technologies at the same time, as well as negate the speed disadvantage the White Sharks have in 
relation to the Black Octopi. You will, of course, need a few Gold Extractors to pay for all this 
research, so space them out around your base. While all this is going on, build another Depot and 
two more TranSubs to help speed up the processing of your resources. Even if you do decide to place 
the emphasis on research, you’ll still need ships to defend your base and protect your ships when you 
need to expand to other Corium and Metal fields. You should always have a "standing army" of 
perhaps 20-24 ships around your base, to guard against enemy incursions, along with a few well- 
placed defensive structures. 

Black Octopi: 

The early strategies of the Black Octopi are very similar to the White Sharks’. After the 
construction of your Oxygen Sublimator and Corium/Metal extractors, you’ll need to proceed along 
the research tree. Build a Munitions Factory and a couple of Research Laboratories. Since the Black 
Octopi can only build one military sub, the Fighter, at the beginning of the game, you’ll need to 
research new technologies to obtain higher-level subs, as well as defensive structures that will ease the 
task of defending your base. 

If you suspect an early rush by a White Sharks player, your best bet is to research Splinter 
Torpedo Technology and produce a few Destroyers, while continuing to research Laser Snare 
Technology and Cassette Shell Technology. Once you’ve researched Laser Snaie Technology, begin to 
put up a large net of Laser Snares. After Cassette Shell Technology is researched, produce a few 
Invaders to guard your base, because they are able to damage multiple submarines in one burst. You 
may also wish to research Light Laser Technology so that you can build a few Light Lasers around 
your base. While Light Lasers aren’t the most powerful defenses around, their range will enable them 
to get the first shot at most incoming fighters, allowing your Destroyers and Defenders to finish the 
job. 

If you wish to take an aggressive approach with the Black Octopi, you probably should still 
research Splinter Torpedo Technology first and build a fleet of Destroyers. These cheap and 
powerful subs are quite devastating against the lower-level subs your White Shark opponents are 
likely to be building. Speed is of the essence, however; if you waste too much time researching, your 
enemy will be too entrenched for your Destroyers to do much harm. 


33 



Chapter Three 

GETTING S TARTED 


If you want to be the one that’s entrenched, quickly begin researching successive Laser 
technologies. Ruby Laser Technology will enable you to build the powerful Cruiser, and the 
following Gas Laser Technology will give you the Heavy Lasers, an excellent defensive structure that 
will destroy low-level incoming subs handily. 

Silicons: 

The Silicons are markedly different than the two human races, both in the structures and units they 
build, as well as the resources they gather. You won’t have a choice as to your first building; Silicons 
have to start with the Protoplasm Generator. This will allow you to construct more Capsule- 
Prototypes to expand your base. 

After you have your Protoplasm Generator built, go ahead and produce four or five more Capsule- 
Prototypes. Scout around for Corium and Metal, and produce the full range of Supply Structures: a 
Corium Collector, an Energy Accumulator, a Silicon Extractor, and a Corium Silo. Build a Transport to 
bring Corium to the Corium Silo. A Replenish Pod would also be a wise idea to supply much-needed 
power to your subs. You will also want another Protoplasm Generator, on the opposite side of the base, 
to double your ship construction capabilities. You’ll need to take stock of your resources at this point and 
should build a few more Silicon Extractors, as well as decide whether you wish to take an aggressive 
stance during the battle, or play the game a bit more defensively. 

If you’re playing offensively, your options will be limited until you build a Command Hub and 
begin researching new technology. You’ll be able to build SHS Subs without research, but they’re 
poorly armored and will be destroyed fairly easily by enemy defenses and mid-sized subs, so rushing 
with them will be difficult. Your best bet would be to build a Command Hub and a Submarine 
Module, which will allow you to build Escorts and Dreadnaughts within two research cycles (you 
might also want a Regeneration Module to produce new armor) . If you want to attack early, research 
Energy Shell Level 2 as soon as possible, and when that research is completed, send your fleet toward 
the enemy position. The extra 40% of damage will be a big help in overwhelming the opponent’s 
defenses. 

When you’re playing defensively, you’ll need to build a Command Hub and its various modules 
as soon as possible. The Structure Module should be set up first, as you’ll need the large variety of 
defensive structures available to the Silicons in order to protect yourself from an early enemy attack. 
The first defensive structure to research is the PP Pulsar. Build as many as possible while researching 
Gas Shell Launchers, then build several of those as well. After you have researched the Gas Shell 
Launcher, research the Soliton Oscillator, and build as many of these as you possibly can because 
they will damage any sub within range. Be sure to also construct some SHS Subs for mobile 
protection, and move up to Dreadnoughts and Escorts for base protection when they’re available. 


34 



Chapter Four 

FACTION ANAL YSIS 


Factions Analysis 

The three dominant factions warring on Earth today are the White Sharks, Black Octopi, and the 
Silicons. In their lust for victory, each faction has developed a selection of technology, 
submarines, and structures that best suits their philosophy of war While some design concepts, such 
as Corium harvesting, are shared throughout all the factions, each faction also possesses a supply of 
unique and specialized equipment. The following information covers all known submarine designs 
used by all three factions, an analysis of each of their structures, and a rundown of each faction’s 
technological advancement tree. This data should prove invaluable to all submarine commanders, 
regardless of previous experience or affiliation. 

White Sharks 

Characterized by their obsessive drive for control and focus on military expansion, the White Sharks 
grew out of the UN endorsed Combined Earth Defense force (UNCED) created to protect the 
planet from the Clark Comet. 

The Sharks have an aggressive low-tech civilization organized along strict military lines. Defeated 
once in their attempt to take control of the planet, they have spent the years since the comet strike 
building their war machine with the express aim of defeating the Black Octopi pacifists’. 

White Sharks objects are typically rugged and cheap, strongly armored and heavily armed. With 
their focus on military strength (at the expense highly refined technology), their units are generally 
inferior one-on-one with their chief rivals, the Black Octopi. However, the White Sharks fleet is 
much, much larger. 

Units 

The White Sharks have several strong advantages concerning their units. They have the 
cheapest low level attack sub, the Sentinel, and they have the strongest sub, the Terminator. If used 
right, the White Sharks' units can definitely form a force to be reckoned with. For statistical 
information on the subs and weaponry, please refer to Appendix 2: Submarine Statistics and 
Appendix 3: Weaponry Statistics. 




Chapter Four 

RACnON ANAL YSIS 


Supply Submarines 

Constructor 

An essential part of the White Sharks’ military, the Assembler is used to create 
new structures. 


TranSub 

TranSubs transport resources from Corium or Metal mines to a Depot. The TranSub is 
both unarmed and unarmored. 


RepSub 

More like a floating structure than a submarine, these platforms are designed to repair dam- 
aged submarines and double as a transport for paralyzed units. RepSubs are also able to 
transport cargo containers, including artifacts and containers. The RepSub possesses no 
arms or armament. 


Military Submarines 

Sentinel 

Sentinels are cheap and fast-moving submarines that do not require ammunition from an 
ArmCenter. While they do not possess much armor, their speed and the rate of fire for their 
HF Cannon make Sentinels effective in packs, or when supported by larger 
submarines. 


Hunter 

Another cheap and maneuverable small submarine. Hunters are armed with Small 
Torpedoes and are effective at distracting the enemy while larger subs move in for the kill. 


Cruiser 

Cruisers are powerful submarines with good armor, large torpedoes, and heavier armor 
than either the Sentinel or the Hunter. While the Cruiser is an expert at assaulting enemy 
defensive lines, the costs for production, maintenance, and repair are quite high. Cruisers 
require ammunition replenishment from ArmCenters. 


Terminator 

The Terminator is the most powerful White Sharks sub class. Armed with a Plasma 
Generator, these submarines can sink a Black Octopi Destroyer with a single shot. 
Equipped with exceptional engines, the Terminator is surprisingly fast for its size. On the 
other hand, the Terminator does suffer from limited armor and a slow rate of fire. 


36 





Chapter Four 

FACTION ANAL YSIS 


Special Submarines 

Marauder 

This sub class can capture enemy subs and structures. After a successful capture, the play- 
er’s TechCenter gets temporary access to relevant technologies possessed by the 
previous owner of the captured structure or sub. These appear in a section of available 
research called Enemy Technologies. Note that Silicon technologies cannot be learned. 
Marauders have decent armor and are armed with Small Torpedoes. 

Mine-Layer 

Mine-Layers are designed specifically for laying and clearing minefields. Mine-Layers are 
armed with 10 Depth Mines and Small Torpedoes as a back-up. While not designed for 
combat with other subs, they do have a limited ability to defend themselves against medium- 
sized enemy submarines. Mine-Layers do not possess the armor for long engagements. 

DC Bomber 

An artillery submarine, DC Bombers have been specially developed to assault groups of 
enemy subs or structures. These subs are also effective against enemy defensive 
structures. They have good armor and carry Small Torpedoes to defend themselves against 
small subs, but they are slow moving and require anti-sub support in most battles. 

Liberator 

An anti-stealth submarine. Liberators can detect enemy Phantoms and Stealth Scouts to 
turn them into easier targets. Liberators are armed with Small Torpedoes and 10 Beacons, 
autonomous ‘mines’ which have the ability to cancel enemy stealth technology within a 
given radius, but for a short period of time due to their limited energy supply. 

Cyborg 

Cyberworm 

Cyberworms are unique hybrid cyber-organisms designed to penetrate enemy Silos and steal 
some of the resources by teleporting them to a friendly Depot. While they possess decent speed 
and maneuverability, they are unarmed and unarmored. Cyberworm production is slow, and 
they cannot be repaired. Cyberworms are produced at CyberCenters. 


37 




Chapter Four 

FACTION ANAL YSIS 



Structures 

The White Sharks focus more on armoring their structures than they do on making sure that their 
structures are efficient. The upside is that the White Sharks possess some of the most advanced 
base-defense systems, enabling them to batten down the hatches and put on a serious defensive show 
of force, while their submarines work over the opposition’s base. For statistical information on the 
structures, refer to Appendix 1: Structural Statistics. 


Basic Structures 



SubCenter 

SubCenters are used to build all White Shark submarines. While better armored than their 
Black Octopi counterparts, SubCenters have a slightly reduced construction speed. 



RepCenter 

The RepCenter is the structure used by the White Sharks to repair damaged subs. Again, 
this has more armor than its Black Octopi counterpart, and a slower repair speed. 



ArmCenter 

ArmCenters supply torpedoes, mines, and depth charges to re-supply various military subs. 
The ArmCenter is lightly armored and sustains a rate of manufacture that is similar to its 
Black Octopi counterpart. 



TechCenter 

While new technology is not a focus for the White Sharks, they do perform military 
research in the TechCenter. As the sciences are under-funded, White Sharks acquire new 
technology somewhat slower than the other factions do. 



Sonar 

Sonar is used by the White Sharks to view their surroundings under the sea. Without sonar, 
visibility is limited to sight range, which is not far in the murky depths of the sea. 




InfoCenter 

InfoCenters are the central information facility for the White Sharks. This structure is used 
for evaluating enemy strategies and comparative strengths and weaknesses, allowing White 
Sharks’ commanders the ability to look at the status of enemy objects while in 
combat. InfoCenters will detect enemy Laser Bomb launches and, by influencing their 
navigation system, reduce their accuracy. 


38 




Chapter Four 

FACTION ANAL YSIS 


fr 







CyberCenter 

CyberCenters are special Bio-Development centers used by the White Sharks to 
develop their Cyberworms. 


Supply Structures 

Air Extractor 

Air Extractors extract Oxygen from seawater and supply all White Sharks structures with a 
breathable atmosphere. The White Sharks armor these facilities for security, but they func- 
tion less favorably than their Black Octopi counterparts. 




TradeCenter 

The TradeCenter allows the trade of resources with surface survivors. With a TradeCenter, 
the White Sharks can buy and sell resources in order to get what they need most. Besides 
the trade function, a TradeCenter can produce or ‘use’ cargo containers that are required to 
transfer resources between allies. 



Metal Extractor 

These facilities are used to destructively strip-mine metal from the seabed. 



Corium Extractor 

Corium Extractors are used to collect Corium from comet fragments on the seabed. 



Depot 

The White Sharks use these to store both Metal and Corium. 



Gold Extractor 

Gold Extractors extract the minute amounts of gold that can be found in seawater. They 
are based on old technology and are less efficient than the comparative Black Octopi struc- 


39 




Chapter Four 

RACnON ANAL YSIS 


Defensive Structures 















Chapter Four 

FACTION ANAL YSIS ' 




Psychotron 

" . ' The Psychotron is used to disorientate enemy subs, causing them to attack the nearest objects, 

even friendly ones. Highly effective against large groups of enemy submarines. 


i 

^ ^ Plasmatron 

Plasmatrons are required to extract Deuterium for nuclear torpedoes launched by the TLS. 



Thermo-Nuclear Launching Shaft (TLS) 

Nuclear weapons are the pinnacle of offensive weaponry used by the White Sharks, and this 
shaft is equipped to launch torpedoes with deuterium-enriched nuclear warheads. 


^ Teleshield 

This is a special structure that creates a teleport-free zone to prevent enemy subs from pen- 
etrating. It is effective at keeping out enemy Raiders and Usurpers, but only protects a lim- 
ited area. 


White Sharks Tech Tree 

The White Sharks may not rely on technology as much as the other factions, but they do command 
a basic mastery of it. The tech tree for the White Sharks is simpler than that of other factions, 
enabling them to go straight for certain types of technology, without having to deal with as many 
dual dependencies. 



Hydro-Fusion Technology 

Allows the construction of HP Cannons - stationary defense structures that do not require 
external ammo. 

Requires: No Prerequisite 



Medium Torpedo Technology 

Medium torpedoes contain multiple warheads that can penetrate armor and damage inter- 
nal sub equipment. They are carried by Stationary Launching Torpedo Platforms (SToLP) 
and produced in an ArmCenter. 

Requires: Hydro Fusion Technology 


41 





Chapter Four 


FACTION ANAL YSIS 


'mi 

Long Range Sonar 

Sonar is crucial as it allows the tracking of distant enemy objects on the Sonar map. Note 
that Black Octopi sonar (ASDIC) is more advanced and has greater range. 

Requires: No Prerequisite 



Large Torpedo Technology 

Large Torpedoes have an improved hollow-charge warhead to increase the damage 
inflicted on enemy armored subs and structures. Installed on Cruisers, large torpedoes 
make this exceptionally armored sub effective in attacking enemy defensive structures. 
Requires: Medium Torpedo Technology 


.54 

Mobile Sonar Technology 

This technology installs sonar on all submarines in your navy. Note that mobile sonar does 
not increase the sight range for subs; instead, it complements stationary sonar, 
allowing enemies to be seen on the Sonar Map. 

Requires: Long Range Sonar 


gs 

Research Enemy Cipher Key 

This technology allows the construction of InfoCenters that can hack into enemy infor- 
mation systems for useful info about enemy subs, structures, and resources. 

Requires: Long Range Sonar 



Upgrade to Engine Class 2 

Upgrade to sub engine that increases speed by 25% over Level I. 
Requires: No Prerequisite 


■B 

Upgrade to Armor Level 2 

Reduces the damage inflicted by enemy weapons by 20%. Does not improve 
protection against Ultrasonic and Soliton Fields. 

Requires: Medium Torpedo Technology 


ESi 

Depth Mine Technology 

Allows the creation of mine belts. Depth Mines are invisible to enemies, and as floating bombs, 
they are exceptionally effective in protecting avenues of approach. An ArmCenter 
produces the mines, and a Mine-Layer is required to carry and lay them. 

Requires: Large Torpedo Technology 


42 




Chapter Four 

FACTION ANAL YSIS 





Upgrade to Torpedo Level 2 

Increases the power of regular torpedoes (Small, Medium, and Large). 
Requires: Large Torpedo Technology 




Upgrade HF Cannon Fire-Rate 

Increases the fire rate for stationary HF Cannons. It does not improve subs armed with the 
HF Cannon. 

Requires: Large Torpedo Technology 



Detect Teleportation 

This useful technology allows an InfoCenter to automatically locate and inform you from 
where, or to where, the enemy has teleported objects. 

Requires: Research Enemy Cipher Key 


Si 

Marauder Equipment 

The Marauder class sub has the unique ability to capture enemy subs and structures as well 
as the ability to research enemy technologies at a friendly TechCenter. Marauders have good 
armor and are armed with Small Torpedoes. 

Requires: Research Enemy Cipher Key 



Mobile RepSub 

Allows the production of mobile repair subs that fulfill both repair and transport 
funaions. They are able to repair subs of various types (excluding Cyberdolphins and 
Cyberworms) and carry cargo including other subs, containers, and special cargoes. The cost 
to repair a sub using one of these repair subs is cheaper than for stationary repair centers. 
Requires: Upgrade to Engine Class 2 


EU3 

Depth Bomb Technology 

Depth Bombs are effective in attacking groups of enemy subs and structures. While the 
Depth Bombs are quite powerful, the DC Bombers sub that carries them is slow and only 
has medium armor. 

Requires: Depth Mine Technology 



Upgrade to Torpedo Level 3 

Increases the power of regular torpedoes (Small, Medium, and Large). 
Requires: Upgrade to Torpedo Level 2 


43 




Chapter Four 

RACnON ANAL YSIS 




Ultrasonic Technology 

Allows the construction of defensive structures that emit a special field which damages all 
enemy objects that enter it. Damage continues until the enemy is destroyed or 
withdraws from range (or the ultrasonic emitter is itself destroyed). 

Requires: Upgrade HF Cannon Fire-Rate 



Teleshield 

Teleshields are special structures that create a teleport-free zone to prevent enemy subs from 
penetrating. They are effective at keeping out enemy Raiders and Usurpers, but only 
protect a limited area. 

Requires: Direct Teleportation 


Disperser Screen Technology 

Dispersers negate enemy sonar for a given area. This can be very useful to hide 
friendly activities. 

Requires: Direct Teleportation 



Laser Snare Detection 

An upgrade for Mine-Layers, this technology allows them to seek out and destroy enemy 
Laser Snares. 

Requires: Direct Teleportation 



Depth & Acoustic Mine Detection 

This technology automatically upgrades Mine-Layers to detect and destroy enemy Depth 
and Acoustic Mines. 

Requires: Direct Teleportation 



Upgrade Hack Ability 

This technology halves the time needed to access enemy computer systems. It allows greater 
and longer access to information about enemy subs, structures, and resources. 

Requires: Marauder Equipment 


Upgrade to Mobility 

Allows stationary defensive structures to move, which can radically alter tactics. These 
structures move much slower than any sub and cannot fire or self-repair while moving. 
Requires: Mobile RepSub 


44 





Chapter Four 

FACTION ANAL YSIS 




Torpedo Speed Upgrade 

Increases torpedo speed by 30%. It does not affect the speed of mines or energy charges. 
Requires: Upgrade to Torpedo Level 3 




Upgrade Ultrasonic Generator 

Increases the range of Ultrasonic Generators by 30%. 
Requires: Ultrasonic Technology 



Teleportation Technology 

This revolutionary technology allows the instant teleportation of mobile units to any area 
of the map. A TranCenter structure is required for the teleportation. 

Requires: Disperser Screen Technology 




Marauder Equipment Upgrade 

This upgrade increases the effectiveness of capture attacks by Marauders. It reduces the 
time required to capture an enemy object by 20%, but does not increase the chances of 
capturing it. All Marauders are automatically upgraded. 

Requires: Upgrade Hack Ability 




Increase Information Security 

This technology reduces the risk of prolonged enemy hacks into your system. It halves the 
time for any enemy intrusion, and with the assistance of an InfoCenter, makes it 
possible to trace the structure from which the hack occurred. 

Requires: Upgrade Hack Ability 




Shark Control Technology 

Shark Centers can control the behavior of up to three sharks at the same time. These sharks 
will protect your base by attacking any cyber creatures that enter a given range. When there 
are less than three controlled sharks, the Center generates special impulses to attract addi- 
tional sharks. 

Requires: Upgrade Hack Ability 



E 

Upgrade to Engine Class 3 

Upgrade to sub engines that increases speed by 75% over Level 1. 
Requires: Upgrade to Mobility 




Chapter Four 

FACTION ANAL YSIS 



Upgrade to Armor Level 3 

Reduces the damage inflicted by enemy weapons by another 20% (40% total). Does not 
improve protection against Ultrasonic and Soliton Fields. 

Requires: Upgrade to Armor Level 2 

Torpedo Speed Upgrade 


Upgrade to Torpedo Level 4 

Increases the power of regular torpedoes (Small, Medium, and Large). 
Requires: Torpedo Speed Upgrade 


Psy Technology 

Psy-generators can disorientate nearby enemy subs. The enemy will begin firing at the near- 
est object regardless of allegiance. This weapon is a very effective defense against large 
enemy groups. 

Requires: Upgrade Ultrasonic Generator 


^ ~i'. ~i 

HF-Shell Upgrade 

This upgrade doubles (100% increase) HF-shell power used by both Sentinels and HF 
Cannons. Fire rate and range remain unchanged. 

Requires: Upgrade Ultrasonic Generator 


E5S3 

Anti-phantom Technology 

Continuing research into electromagnetic radiation, this technology allows the 
installation of generators able to detect enemy submarines in Stealth mode. Anti-phantom 
generators are installed on Liberators and stationary Dispersers. Liberators are armed with 
small torpedoes and carry 10 Beacons to trace enemy objects in the surrounding area 
(including those in Stealth mode) for a period of time limited by their energy resources. 
Requires: Teleportation technology 



Upgrade Sonar Range 

Increases the range of stationary Sonar. 
Requires: Increase Information Security 



Upgrade Shark Control 

Increases the effective range of Shark Control. It also increases the number of sharks that 
can be simultaneously controlled by each Center from three to five. 

Requires: Shark Control Technology 





Chapter Four 

FACTION ANAL YSIS 




Cyber Technology 

Allows the use of Cyberworms, a cyber creature able to penetrate enemy Silos and Corium 
Stores to steal resources. 

Requires: Shark Control Technology 

Upgrade to Engine Class 3 



Improve Repair Technology 

Accelerates repairs by RepCenter and RepSub by 50%. 
Requires: Upgrade to Engine Class 3 


Upgrade to Torpedo Level 5 

Increases the power of regular torpedoes (Small, Medium, and Large). 
Requires: Upgrade to Torpedo Level 4 



Plasma Generator 

Plasma Generators are the most powerful submarine weapon, and do not require external 
power sources. This technology allows their installation on Terminator class subs. As 
Terminators are floating power generators, they can only carry medium armor and are best 
used as part of a mixed taskforce. 

Requires: Psy- Technology 


W3 

Increase TranCenter Recharge 

This upgrade reduces TranCenter recharge time by 25%. 
Requires: Antiphantom Technology 


rtai 

Anti-Mass Weapons Defense System 

This reduces the accuracy of enemy weapons of mass destruction, such as Laser Bombs and 
Thermo-Nuclear Rockets. After research, the InfoCenter will detect enemy Laser Bomb 
and Thermo-Nuclear Rocket launches and, by influencing their navigation system, reduce 
their accuracy. Note that the enemy missiles must be within range of a friendly InfoCenter 
to be affected, and the degree of accuracy lost will vary. 

Requires: Antiphantom Technology 

Upgrade Sonar Range 


47 





f 


Chapter Four 

RACnON ANAL YSIS 







Upgrade to Engine Class 4 

Upgrade to sub engines that increases speed by 100% over Level 1. 
Requires: Cyber Technology 



ArmCenter Upgrade 

Increases the ArmCenter production speed by 50%. Note: this does not reduce the cost of 
ammo. 

Requires: Improve Repair Technology 




Anti-laser Screen 

This technology is useful against enemy subs and defensive structures armed with lasers. 
After research, protective anti-laser screens are installed on all types of subs to reflect 25% 
of damage back on the attacker. 

Requires: Plasma Generator 



Plasma Cannon Technology 

■_ Allows the construction of stationary Plasma Generators. They have a greater fire rate than 

the same generators installed on Terminator class subs. 

Requires: Plasma Generator 



IS 

Upgrade Extractor Productivity 

Increases Metal and Corium Extractor productivity by 25%, and correspondingly reduces 
the time required to load and unload TranSubs. 

Requires: ArmCenter Upgrade 




Upgrade to Armor Level 4 

Reduces the damage inflicted by enemy weapons by another 20% (60% total). Does not 
improve protection against Ultrasonic and Soliton Fields. 

Requires: Upgrade to Armor Level 3 

Antilaser Screen 




Corium 296 

This technology is the first step towards the creation of weapons of mass destruction. It 
allows the construction of Plasmatrons to produce enriched Corium isotopes. 

Requires: Plasma Cannon Technology 




Thermo-Nuclear Technology 

Required to construct warheads containing Corium 296 and to build the launch 
platform and navigational system for ballistic rockets. After researching this technology, it 


is possible to launch Thermo-Nuclear weapons. 
Requires: Plasma Cannon Technology 


48 




Chapter Four 

FACTION ANAL YSIS 


Black Octopi 

Tracing their heritage back to the failing global corporations and resurgent ecological movement in 
the years before the comet strike, the Black Octopi have built their ideology on the twin ideals of 
environmental preservation and advanced technology. 

While their civilization may seem pacifistic and militarily weak, the Octopi are technologically 
advanced and focused on their goal of a global community. When required, they can rapidly 
prepare a significant blow to any aggressor and have recently begun extending their military to 
confront the new species (the Silicons) that aggressively destroyed several of their subs. 

The Black Octopi use technologically advanced objects with excellent speed and agility. While 
their weapons are more powerful than those of the Sharks, most of their military fleet consists of 
hastily converted civilian subs and, thus, they tend to have weaker armor and are under-armed. 

Units 

The Black Octopi, unlike the White Sharks, do not have the most powerful subs. While they are able 
to hold off the White Sharks, it is harder for them to advance on a White Shark fleet. Instead, the 
Black Octopi use more deceptive means. Complementing their offensive fleet, the Black Octopi 
employ two 'stealth’ subs. One is little more than a scout, while the other is a warship. It is 
important that the Black Octopi make good use of these subs while they can, before anti-stealth 
measures have been developed by the other sides. For statistical information on the subs and 
weaponry, please refer to Appendix 2: Submarine Statistics and Appendix 3: Weaponry Statistics. 

Supply Submarines 


Assembler 

Lightly armored and without any weapons, this submarine is designed to build the Black 
Octopi structures. 


Cargo Sub 

Cargo Subs are required to transport resources from mines to Silos. Cargo Subs are 
unarmed and unarmored. 


Repair Platform 

Repair Platforms are used to repair damaged submarines and transport them away from 
combat if they require repair or if they are paralyzed. Repair Platforms are also used to 
transport cargo containers and artifacts. They are unarmed and unarmored. 


49 




Chapter Four 

FACTION ANAL YSIS 


Military Submarines 













Chapter Four 

FACTION ANAL YSIS 



Phantom 

This medium class of submarines is swift and armed with ruby lasers. It can enter an ‘invis- 
lafc - ible’ Stealth mode for a period of time, but once its energy is drained, it must recharge. It 
is quite expensive, but versatile and can hold its own against similar sized subs even when 
visible. 


Avenger 

In addition to standard weapons, this sub class is armed with a Paralyzing Rays 
generator. This weapon can instantly disable any submarine without damaging it. Disabled 
subs cannot move or fire, and must be repaired to regain these abilities. Avengers are also 
armed with a Light laser and have medium armor. 


Stealth Scout 

The Stealth Scout is a small probe submarine designed for spying and surveying enemy 
territory. It is equipped with a Stealth Generator and is invisible to enemies unless a 
Liberator sub. Disperser Screen, or Bio-Sonar structure is nearby (and the enemy has 
researched Anti-Stealth Disperser technology). 


Cyborg 

Cyberdolphin 

A specially bred hybrid creature. Cyberdolphins carry a powerful charge that can destroy a 
medium class submarine or seriously damage a heavy one. Their speed and maneuverability 
make Cyberdolphins nearly invulnerable, and the unit is ideal for attacking targets in hard-to- 
reach areas. Cyberdolphins cannot be repaired and are slow to produce (train). 


Structures 

While the Black Octopi structures tend to be less armored than their White Sharks counterparts, 
they are usually more efficient. As long as the Black Octopi are able to hold off the White Sharks, 
they have a decided advantage in terms of production. However, it comes at the price of faster 
resource consumption. For statistical information on the structures, refer to Appendix 1: Structural 
Statistics. 

Basic Structures 


Dockyard 

The Dockyard is used to build all Black Octopi subs. While unarmored, this facility is 
slightly faster than its White Sharks counterpart. The high cost of many technologically 
advanced Black Octopi subs, however, often means slower overall construction time. 



51 





V 


Chapter Four 

FACTION ANAL YSIS 



Repair Dock 

A conversion from a civilian facility, the Repair Dock is unarmored but allows for rapid 
repairs. 


.S- 

Munitions Factory 

This factory has been developed to supply the growing needs of the military for ammuni- 
tion such as cassette shells and torpedoes. As the Black Octopi are not well-versed in 
weapons development, this facility is slower than its White Sharks counterpart. 


« . • i 

Research Laboratory 

One of the most prestigious areas for the Black Octopi, their Research Laboratories are 
well-equipped and supported in order to develop advanced tools and technology. 


v= :*■ 

Asdic 

The Asdic is used by the Black Octopi to view their surroundings under the sea. Despite 
the advanced nature of this facility, the Black Octopi have resurrected the original name for 
this (sonar) technology. 


a 

CentComp 

A combination library/intelligence system adapted for military use, the Black Octopi 
Central Computer, or CentComp, allows commanders to view accurate enemy structure 
and unit information during combat. As it is also used to store entertainment, financial and 
other information, it is not always as effective as the White Sharks’ equivalent. 


C" 

Power Station 

Power Stations are required to recharge laser accumulators on Black Octopi 
submarines and defensive structures. 



Cyber Laboratory 

The Cyber Laboratory produces Cyber Dolphins. 

Supply Structures 


02 Sublimator 

02 Sublimators extract Oxygen from seawater, using advanced technology; they are more 
effective than the White Sharks’ equivalent. 




Chapter Four 

FACTION ANAL YSIS 


t - 



% 

Market 

Markets allow the trade of resources with the surviving surface-dwelling humans. At a 
^ Market, the Black Octopi can sell resources and buy the ones they need the most. Besides 
the trade function, a Market can produce or ‘use’ cargo containers that are needed to 
transfer resources between allies. 



Metal Mine 

^ The Metal Mine extracts metal from the seabed. 



Corium Mine 

1 Corium Mines are used to collect Corium from comet fragments on the seabed. 


Silo 

■ Silos are used for resource storage and are unarmored. 



Gold Sublimator 

Gold Sublimators extract minute amounts of gold from the seawater. Based on modern tech- 
nology, this plant is more effective than the comparative White Sharks’ structure. 


Defensive Structures 


0 

Light Laser 

While a relatively weak weapon, the 360 degree turret and long range of this structure 
allows the Black Octopi the first strike on most approaching enemies. 


Magnetic-Mine Launcher (MML) 

Magnetic-Mine Launchers are a strong defensive structure intended for protection against 
large groups of enemy submarines. 



Heavy Laser 

The Heavy Laser is actually a bank of heavy gas lasers designed to function in tandem for 
rapid-fire, providing an effective medium-range defensive structure. 



Electro-Magnetic Launcher (EML) 

m 

Electro-Magnetic Launchers are designed to destroy advanced electronics systems in enemy 
subs and structures using an electro-magnetic pulse. 


53 




Chapter Four 

FACTION ANAL YSIS 



54 


Special Structures 

Teleporter 

r The Teleporter allows the Black Octopi to move units almost instantaneously across large 

areas. 


Anti-Sonar Shield 

Anti-Sonar Shields protect submarines and structures within close proximity from being 
picked up on enemy sonar and will automatically deactivate stealth mode on any enemy 
submarines. 


Protective Shield Generator (PSG) 

Protective Shield Generators create a protective shield around friendly submarines within a 
certain range of the structure. 





Power Protector 

Power Protectors project an electronic field that protects a limited area from 
penetration by enemy submarines and projectile weapons (torpedoes and shells). The 
protective field disappears after being struck by 20 large torpedoes; however, it will 
regenerate 1% every 5 seconds. 


Laser Bomb Launcher 

Laser Bomb Launchers fire powerful bombs utilizing a laser-driven launch system. 


Black Octopi Tech Tree 

The Black Octopi are in the middle of the technology race. While their tree is certainly more 
complex and reaches farther than their White Shark opponents, it is not quite as intricate as the one 
used by the Silicons. The Black Octopi's combination of simplicity and diversity makes them 
versatile, but they do not excel in any particular area. 



Light Laser Technology 

Allows the construction of Light Laser defensive structures. 
Requires: No Prerequisite 



Splinter Torpedo Technology 

When a Splinter Torpedo hits a target, it explodes and produces multiple splinters that 
damage all objects close to the explosion. These torpedoes are carried on a Destroyer and 
produced in a Munitions Factory. 

Requires: No Prerequisite 






Chapter Four 

FACTION ANAL YSIS 




Upgrade Light Laser Range 

Increases the range of Light Lasers. 
Requires: Light Laser Technology 



Long Range Asdic 

Asdic allows the tracking of distant enemy objects on the Sonar Map. Note that Asdic is 
more advanced and has a longer range than the White Shark equivalent. 

Requires: No Prerequisite 



EB 

Upgrade to Armor Level 2 

Reduces the damage inflicted by enemy weapons by 20%. Does not improve 
protection against Ultrasonic and Soliton Fields. 

Requires: Splinter Torpedo Technology 




Upgrade to Torpedo Level 2 

Increases the power of regular torpedoes (Small, Medium, and Large). 
Requires: Splinter Torpedo Technology 




Laser Snare Technology 

This technology allows the production of Defender class subs armed with small 
torpedoes and laser snares. These snares are used exclusively to create anti-sub belts similar 
to mines, but emit laser beams rather than explode. 

Requires: Splinter Torpedo Technology 




Ruby Laser Technology 

Allows the production of Heavy Cruiser class subs armed with Ruby Lasers. Ruby Lasers 
are more powerful than Light Lasers, but, like the latter, require some time for recharging. 
Requires: Upgrade Light Laser Range 




Research Enemy Cipher Key 

This technology allows the construction of CentComps, which can hack into enemy infor- 
mation systems for useful intelligence about enemy subs, structures, and resources. 
Requires: Long Range Asdic 



1^ 

Upgrade to Engine Class 2 

Upgrade to sub engines that increase speed by 25% over Level 1. 
Requires: No Prerequisite 


55 




Chapter Four 

FACTION ANAL YSIS 



Upgrade to Torpedo Level 3 

Increases the power of regular torpedoes (Small, Medium, and Large). 
Requires: Upgrade to Torpedo Level 2 



Cassette-Shell Technology 

Allows the production of Invader class subs armed with Cassette Shells. Similar to Splinter 
Torpodoes, Cassette Shells split apart to damage a group of subs or structures at the same 
time. 

Requires: Laser Snare Technology 



Gas Laser Technology 

Allows the construction of powerful twin-laser defensive structures called Heavy Lasers. 
Requires: Gas Laser Technology 



Raider Equipment 

The Raider class sub has the unique ability to capture enemy subs and structures as well as 
the ability to research enemy technologies at friendly Research Laboratories. Raiders have 
good armor and are armed with a Light Laser. 

Requires: Research Enemy Cipher Key 

Ruby Laser Technology 
Upgrade to Engine Class 2 




Mobile Repair Platform 

Allows the production of moblile platforms that fulfill both repair and transport 
functions. They are able to repair subs of various types (excluding Cyberdolphins and 
Cyberworms) and carry cargo including other subs, containers, and special cargo. The repair 
speed is slower for stationary repair docks. 

Requires: Upgrade to Engine Class 2 



■w 

Upgrade to Armor Level 3 

Reduces the damage inflicted by enemy weapons by another 20% (40% total). Does not 
improve protection against Ultrasonic and Soliton Fields. 

Requires: Upgrade to Torpedo Level 3 

Upgrade to Armor Level 2 




Upgrade to Torpedo Level 4 

Increases the power of regular torpedoes (Small, Medium, and Large). 
Requires: Upgrade to Torpedo Level 3 


56 






Magnetic Mine Technology 

Magnetic Mines can seek and pursue any target. They are launched by a special launcher 
(Magnetic-Mine Launcher), which is also armed with Cassette Shells. These mines are pro- 
duced in a Munitions Factory. 

Requires: Cassette-Shell Technology 

Upgrade to Torpedo Level 3 

Upgrade Heavy Laser Range 

Increases the range of Heavy Lasers. 

Requires: Gas Laser Technology 


Research Energy Supply 

Allows the instant recharge of any sub through a channel of energy teleportation. 
Requires: Gas Laser Technology 


Teleportation Technology 

This revolutionary technology allows the instant teleportation of mobile units to any area 
of the map. A Teleporter structure is required for teleportation. 

Requires: Gas Laser Technology 


Energy Shield 

Allows the construction of Power Protectors that generate special energy fields around 
themselves that no enemy attack can penetrate. 

Requires: Gas Laser Technology 


Upgrade Hack Ability 

This technology halves the time needed to access enemy computer systems. It allows greater 
and longer access to information about enemy subs, structures, and resources. 

Requires: Raider Equipment 


Disperser Screen Technology 

Allows construction of Anti-Sonar Shields, which protect areas from enemy sonar and 
make enemy stealth subs visible. 

Requires: Raider Equipment 


Upgrade to Mobility 

Allows stationary defensive structures to move, which can radically alter tactics. These 
structures move much slower than any sub and cannot fire or self-repair while moving. 
Requires: Mobile Repair Platform 


57 




Chapter Four 

FACTION ANAL YSIS 



j ; 


Upgrade to Torpedo Level 5 

Increases the power of regular torpedoes (Small, Medium, and Large). 
Requires: Upgrade to Torpedo Level 4 




Electro-Magnetic Torpedoes 

Allows the production of Electro-Magnetic Torpedoes and the Electro-Magnetic Launcher 
for launching them. 

Requires: Magnetic Mine Technology 




Upgrade Light Laser Rate 

Increases the fire rate of light lasers. Recharge speed is unchanged. 
Requires: Upgrade Heavy Laser Range 





Upgrade Energy Supply 

Increases the energy productivity of Power Stations by 50%, and thus reduces the time 
required for laser recharging. 

Requires: Research Energy Supply 





Detect Teleportation 

This useful technology allows a Teleporter to automatically locate and inform you from 
where, or to where, the enemy has teleported objects. 

Requires: Teleportation Technology 

Upgrade Hack Ability 



r: 

•* 

■y -3 

Stealth Scout Technology 

Stealth Scouts are a new class of sub that use a stealth generator to make them 
invisible to enemy subs and structures. 

Requires: Upgrade Hack Ability 





Radio Clutter Technology 

This technology installs anti-sonar radio generators on all classes of submarines in your 
navy, which makes them invisible to enemy sonar for a certain period of time. The 
generators work in automatic pulse mode and do not require any resources to operate. 
Requires: Upgrade Hack Ability 



hh' 

Upgrade to Engine Class 3 

Upgrade to sub engines that increase speed by 75% over Level 1. 
Requires: Upgrade to Mobility 


58 







upgrade to Armor Level 4 

Reduces the damage inflicted by enemy weapons by another 20% (60% total). Does not 
improve protection against Ultrasonic and Soliton Fields. 

Requires: Upgrade to Armor Level 3 

Upgrade to Torpedo Level 5 




Torpedo Speed Upgrade 

This increases torpedo speed by 30%. It does not affect the speed of mines or energy 
charges. 

Requires: Upgrade to Torpedo Level 5 




Paralyzing Rays Technology 

Paralyzing rays render enemy subs immobile for a limited period of time, preventing them 
from moving or firing. They are carried on a new sub class, the Avenger. 

Requires: Electromagnetic Torpedoes 




Upgrade Subs Laser Rate 

Increases the fire rate of laser weapons for Heavy Cruisers, Raiders, and Phantoms. The 
upgrade does not reduce the time required for laser recharging, so energy reserves can be 
depleted much faster. 

Requires: Upgrade Light Laser Rate 



EB 

Protective Screen Technology 

Allows construction of Protective Shield Generators, which create a field that reduces the 
damage from enemy weapons by 25%. 

Requires: Upgrade Energy Supply 



Increase Teleporter Recharge 

This upgrade reduces the time required for Teleporter recharges by 25%. 
Requires: Detect Teleportation 

Upgrade Energy Supply 



Depth & Acoustic Mine Detection 

An upgrade to Defender class subs, which allows them to locate and destroy enemy Depth 
and Acoustic Mines. 

Requires: Detect Teleportation 


Lisj.. 1 -0 

Phantom Equipment 

Phantoms are stealth-equipped subs with laser weapons. Their stealth generator is 
limited and requires periodic recharging, during which the sub is visible. 

Requires: Stealth Scout Technology 


59 




Chapter Four 

FACTION ANAL YSIS 


Cyber Technology 

llll Allows the ‘creation of Cyberdolphins, enhanced and intelligent controllable 
‘torpedoes’ carrying a charge powerful enough to destroy a medium sub, or seriously 
damage a large one. 

Requires: Stealth Scout Technology 

Upgrade to Engine Class 3 


Munitions Factory Upgrade 

^ Improves the productivity of Munitions Factories by 50%. Note that the cost of 
ammunition is not reduced. 

Requires: Upgrade to Engine Class 3 


Splinter Torpedo Upgrade 

Increases the damage caused by Splinter Torpedoes by 50%. 
Requires: Torpedo Speed Upgrade 




EM Torpedo Upgrade 

The upgrade doubles the after-effects of an EM torpedo, reducing the remaining lifetime 
for units damaged by this torpedo. 

Requires: Paralyzing Rays Technology 

Upgrade Subs Laser Rate 


t Upgrade Heavy Laser Rate 

Increases the fire rate of Heavy Lasers. Laser recharge speed remains unchanged. 
^ ' ' Requires: Upgrade Subs Laser Rate 


Laser Snare Detection 

This technology allows Defenders to detect and destroy enemy Laser Snares. 
Requires: Depth & Acoustic Mine Detection 


Raider Equipment Upgrade 

This upgrade increases the effectiveness of capture attacks by Raiders. It reduces the time 
required to capture an enemy object by 20%, but does not increase the chances of 
capturing it. All Raiders are automatically upgraded. 

Requires: Phantom Equipment 


Increase Information Security 

This technology reduces the risk of prolonged enemy hacks into your system. It halves the 
time for any enemy intrusion, and with the assistance of a CentComp, makes it 
possible to trace the structure from which the hack occurred. 

Requires: Phantom Equipment 












Chapter Four 

FACTION ANAL YSIS 


f 



Phantom Recharge Upgrade 

This reduces the time to recharge Phantom sub stealth generators by 50%. 
Requires: Phantom Equipment 


et: 

Upgrade to Engine Class 4 

Upgrade to sub engines that increases speed by 100% over Level 1. 
Requires: Cyber Equipment 


mi 

Upgrade Mine Productivity 

Increases Metal and Corium mine productivity by 25% and correspondingly reduces the 
time required to load and unload Cargo Subs. 

Requires: Munitions Factory Upgrade 


y 

Anti-ultrasonic Screen 

Reduces the damage done to subs by Ultrasonic Generators by 25%. 
Requires: Upgrade to Armor Level 4 

Upgrade Heavy Laser Rate 



Asdic Upgrade 

Allows Asdic installations to look at remote map locations for a limited period of time. 
Requires: Increase Information Security 



Improve Repair Technology 

Accelerates repairs by Repair Dock and Repair Platforms by 50%. 
Requires: Upgrade Mine Productivity 


r..! 

Laser Bomb Technology 

Allows the construction of a launching system for Laser Bombs. 
Requires: Upgrade Heavy Laser Rate 

Asdic Upgrade 


ETl 

Anti-Mass Weapons Defense System 

This reduces the accuracy of enemy weapons of mass destruction, such as Laser Bombs and 
Thermo-Nuclear Rockets. After research, the CentComp will detect enemy bomb and 
rocket launches, and by influencing their navigation system, reduce their accuracy. Note 
that the missiles must be within range of a friendly CentComp to be affected, and that the 
degree of accuracy lost will vary. 

Requires: Asdic Upgrade 


61 




Chapter Four 

FACTION ANAL YSIS 


Silicons 

Stranded on Terra after the disabling and almost complete destruction of their starship during the 
comet strike, the Silicons have had to battle to retain a fragment of their technology and survive a 
hostile environment in Earths oceans. 

With a deep mistrust of humanity due to their involvement in the destruction of their ship, the 
species is now working to collect the resources needed to build a beacon and summon another 
Silicon starship to rescue the survivors and their descendents. 

The Silicons have extremely advanced technology and have had to rediscover warfare to protect 
themselves from the expanding Human civilizations. The Silicons walk a delicate tightrope. While 
their technology is so far advanced as to be incomprehensible to Humans, their resources are 
extremely limited, and without Human allies, they are extremely vulnerable. 

Units 

The Silicons, much like the Black Octopi, do not have the strongest offensive subs. Instead, the 
Silicons utilize teleportation extensively, and are able to make their units appear behind enemy lines. 
This ability, which must be researched, can easily catch both the Black Octopi and White Sharks off 
guard, giving the Silicons a decided advantage. After teleportation, it is imperative that the Silicons 
make the best of a transport, however, as their units quite often prove no match when the Black 
Octopi or White Sharks subs catch up to them. For statistical information on the subs and 
weaponry, please refer to Appendix 2: Submarine Statistics and Appendix 3: Weaponry Statistics. 

Supply Submarines 


Capsule-Prototype 

The Capsule-Prototype is the most basic unit for the Silicons, and is used to build all other 
Silicon structures (except CHub modules). Capsule-Prototypes are produced very quickly 
in Protoplasm Generators. However, they are one-use items that do not possess any armor 
or weaponry. 


Transport 

Transports are used to transport Corium from Collectors to Silos for processing. They are 
unarmed and unarmored. 


Supplier 

The Supplier is both a transport for slow moving units and large objects, as well as the sole 
means of collecting paralyzed enemy subs and metal wreckage for delivery to Recyclotrons. 
Suppliers gain the ability to teleport after research of the appropriate 
technology and can then use this ability to transport single Silicon subs to any area on the 
map, except for zones protected by TeleShields. 


62 









Chapter Four 

FACTION ANAL YSIS 


Replenisher 

Effectively a mobile Replenish Pod, these subs are designed to supply other subs with ener- 
gy. They have a limited effective range, but one Replenisher is able to supply the 
energy required for a group of subs. The unit is also able to convert friendly structures into 
Corium and Silicon when resources are short with 60% of the structure's initial cost 
becoming available. Replenishers are poorly armored and are unarmed. 


Military Submarines 

SHS (Small High-Speed) Sub 

The basic military submarine for the Silicons, SHS subs are fast and do not require outside 
ammunition provision. While poorly armored, they are fast and inexpensive to build. 


Dreadnought 

Dreadnoughts are large subs effective for assaulting defensive structures and groups of subs. 
They are armed with ballistic artillery-style shells for inflicting damage from above to all 
depth levels and are particularly good for targeting hard-to-reach areas. Dreadnoughts are 
expensive, consume a great deal of energy and require an Arsenal for rearming. They are 
slow, but are well armored. 


Escort 

The Escort is a medium class submarine armed with Ion Cassette Shells for assaulting small 
groups of enemy subs. Escorts do not require external ammunition, and are 
relatively fast with medium armor. They are relatively expensive to produce. 


Special Submarines 

Paralysis Probe 

This sub paralyzes enemy subs with Neuro-Shells. Paralysis lasts for a limited period of 
time, during which the affected object cannot perform any actions. Neuro-Shells also 
inflict light damage. Probes have weak armor but good speed. Note that Neuro-Shells are 
expensive and must be produced in an Arsenal. 


Bio-Acid Assaulter 

A heavy submarine armed with acid shells, this class can be even more dangerous when 
destroyed, as an exploding Assaulter causes acid damage to other subs within three cells of the 
explosion. Bio-Acid Assaulters also carry Acoustic Mines that can be laid and set to react to 
specific weight classes of enemy subs, thus exploding only when an appropriate target 
approaches. This sub has good armor, but is very expensive to produce and operate. Bio-Acid 
Assaulters must have both Acoustic Mines and Acid Shells supplied by an Arsenal. 












Chapter Four 

FACTION ANAL YSIS 


Usurper 

Usurpers are designed to capture enemy submarines and structures. They are armed with 
Energy Shells that do not require external replenishing and have both good armor and 
speed. After a Usurper captures an enemy object, it becomes usable by the player. Note that 
as certain enemy units and defensive structures require resupply, they may not be usable 
after their ammunition has been expended. 


Vermin 

Vermin is a special submarine class designed to support more conventional units. Vermin 
can generate a shield that counteracts the effects of Psychotrons within a limited radius, 
protecting nearby friendly subs. This shield is automatically activated when a 
psy-field is detected, but will turn off once its batteries are depleted. The Vermin can also 
emit an Anti-Phantom field that nullifies Stealth generators. This has the same range as the 
anti-Psychotron field, but does not require recharging (i.e. it is constantly active). For 
defensive purposes. Vermin carry Energy Shells and have both medium armor and speed. 


Explorer 

Explorers are a class of small scout subs able to self-teleport. They are unarmed, but are rea- 
sonably fast and invisible to sonar. Their generators must recharge between teleports. 


Automatic Submarine 


BioCollector 

This class is specifically designed for collecting the BioCapsules from destroyed Silicon subs 
and returning them to a Molecular Repair facility for renewal. They are unarmed and 
unarmored. BioCollectors are not built. Instead they are ‘part’ of the Molecular Repair 
Facility, and operate as such. It is possible to destroy a BioCollector, but when one is 
destroyed, it is automatically regenerated by the Molecular Repair Facility free of charge. 



64 





Chapter Four 

FACTION ANAL YSIS 



Structures 

The Silicons rely quite extensively on their defensive structures early in the game simply because their 
subs are weaker than the subs of the White Sharks and Black Octopi. Because of this, it is very 
important that you understand how the Command Hub works, along with the role that each defen- 
sive structure plays. Silicons also require Replenish Pods to be located near their subs, due to their 
high energy consumption. It is important to take this into consideration before committing a large 
force for an assault on an enemy stronghold. For statistical information on the structures, refer to 
Appendix 1: Structural Statistics. 

Basic Structures 



Command Hub 

The Command Hub is the source of research and technology for the Silicons. It is 
E capable of spawning the various research modules without needing Capsule-Prototypes. The 
central stmcture is also able to hack into enemy computer systems for information on their 
navy and resources. A Command Hub is required for the functioning of all base information 
and protection systems. The following is a list of each module and its function. 

* CHub Mobility Module - develops mobility technologies 

* CHub Intelligence Module - develops intelligence equipment technologies 

* CHub Super-tech Module - develops super-technologies 

* CHub Energy Module - develops energy generation and saving technologies 

* CHub Structure Module - develops defensive structure technologies 

* CHub Regeneration Module - develops protection and regeneration technologies 

* CHub Submarine Module - develops submarine enhancement technologies 


m 

Arsenal 

The Arsenal produces and supplies ammunition to all units that require 
1 replenishment. With the capability to supply all seven types of Corium-based ammunition 
used by Silicon forces, an Arsenal's production can be altered by switching specific types 
on or off to conserve resources. 



Protoplasm Generator 

The central structure for every Silicon base, Protoplasm Generators produce all units and the 
^ Proto-Capsules used as the base construction materials and blueprints for structures. 



Replenish Pod 

Replenish Pods are used to recharge the energy required to activate all Silicon units and 
structures. Submarines must return to a Replenish Pod to recharge, while structures receive 
energy via direct transmission. Replenish Pods do not generate the required energy; this 
requires the construction of Energy Accumulators. The number of Pods, however, 
determines the maximum amount of energy available for use since Accumulators have 
limited storage capacity. 


65 





Chapter Four 

FACTION ANAL YSIS 

V 


BioSonar Station 

BioSonar Stations increase the range of sonar visibility. The structure can also view 
distant areas after it is upgraded with the Locator technology, using a full charge of 
energy for each view and taking some time to recharge. BioSonar Stations also function as 
stealth detection structures after the AntiStealth BioSonar technology upgrade and as 
defenses against enemy Sonar after the AntiSonar Dispersion Screen upgrade. BioSonar 
Stations have a greater range than similar Black Octopi and White Shark structures, but are 
totally immobile. 


Supply Structures 



Silicon Extractor 

Silicon Extractors extract sand and process it into usable silicon. Silicon Extractors require 
a certain amount of space for normal functioning, and cannot be built close 
together. These structures also have the ability to store the resource until needed. 



Corium Collector 

Corium Collectors are mining installations that extract Corium 276 from Corium deposits. 
Corium Collectors are the only Silicon resource collectors that require a silo. 



Corium Silo 

Corium Silos are used to store the Corium mined by a Collector. Each is able to store only 
a limited quantity of the resource. 


If ■ 

Energy Accumulator 

Energy Accumulators convert metal ore from metal deposits into energy. These 
structures have an extremely limited ability to store energy, however, and they cannot 
transmit it to subs or structures. It is important to utilize Replenish Pods, which can store 
large amounts of energy and transmit it as needed. 



Energy Converter 

Energy Converters transform extracted Corium and Silicon into the energy required to sus- 
tain Silicon units and structures, making them useful when energy shortages occur. Note 
that Corium is more efficiently transformed into energy than Silicon. 


o 

Recyclotron 

Recyclotrons transform captured submarines and wreckage into energy. Recyclotrons are 
more efficient when transforming metal into energy than they are when transforming 
Silicon via an Energy Converter. 


66 







Chapter Four 

FACTION ANAL YSIS 


Defensive Structures 


•y 

Polarized Plasma Pulsar (PP Pulsar) 

PP Pulsars are inexpensive defensive structures that fire plasma energy charges 
without requiring external ammunition replenishment. 



Soliton Oscillator 

This structure does not require external ammunition as it is capable of generating Soliton 
fields that damage enemy objects at any depth level. Soliton fields are not affected by the 
armor level of enemy submarines. The structure requires a great deal of Corium for 
construction. 


# 

Gas Shell Launcher 

Gas Shell Launchers are turrets with a wide field of fire, useful for attacking enemy subs 
and structures at various depth levels. They have a small minimum range that makes them 
best used in conjunction with other defenses. Gas Shells are constructed in Arsenals, mak- 
ing the structure require ammunition from an Arsenal. 


% 

Double Plasma Turret Gun (DPT Gun) 

DPT Guns are doubled turrets that launch High-Temperature Plasma energy shells more 
powerful than PP Pulsar shells. They are comparatively inexpensive to build and do not 
require external sources of ammunition. 



Ion Reflector 

By default, these structures refiect 25% of explosion energy from torpedoes and shells that hit 
it back onto the offender. Ion Refiectors also have an active mode in which they attack 
enemies with power charges similar to PP Pulsars. These structures do not use ammunition 
from an Arsenal, but require access to energy from an Accumulator for active mode. 



Jump-Mine Launcher 

Jump-Mine Launchers launch jump-mines that 'bounce' off the landscape towards enemy 
objects. Because these mines can move quite slowly and rely heavily on the terrain for 
maximum speed, they can be ineffective in certain environments and against rapidly 
moving enemy subs. The Jump-Mine Launcher maintains a perimeter of mines, replacing 
them as each is destroyed. Jump-Mines are constructed in Arsenals. 



Bio-Mine Launcher 

Bio-Mines contain an organic molecular acid that damages enemy subs and structures. The 
mines rapidly home-in on enemy objects as they approach. At any given time, the 
Bio-Mine Launcher maintains a perimeter of mines, replacing them as they are destroyed. 
Bio-Mines, similar to Jump-Mines, are constructed in Arsenals. 


67 





Chapter Four 

FACTION ANAL YSIS 



Parcher 

Parchers are cannons that fire powerful guided energy-charges able to damage enemy 
objects on different depth levels. These structures do not require external energy supplies 
and have no minimum range. They suffer from a low fire-rate and are best used in 
association with faster firing defensive structures. 


Special Structures 



Gate 

Gates are structures used to teleport any mobile object across large distances without any 
energy expense. Gates can be built at any visible location, and if one is destroyed, it can be 
rebuilt. Teleportation through these Gates does not register on enemy anti-teleport systems 
and is not canceled by anti- teleport fields. Note that while building a Gate close to an enemy 
base can allow reinforcements to swarm rapidly toward the location, the structure is two-way 
and enemies can use it to return to the owner's base without any need to capture it first. Enemy 
access can be prevented by researching the ID Teleportation technology. 


Ion Field Generator 

. Ion Field Generators generate a protective field for structures that reduces inflicted 
damage by half. The Generator's power can be divided between two structures 
simultaneously, but the total effect will not exceed fifty percent of the damage being 
inflicted«?>>. An Ion Field Generator cannot protect another Ion Field Generator, and 
multiple Generators do not provide additional protection to any other structure. 



Molecular Repair Facility 

Once a given technology level is reached, the Silicons are able to reconstruct subs from the 
molecular structure information encoded into Bio-Gapsules launched when a unit is 
destroyed by the enemy. Reconstruction is much cheaper and slightly faster than building 
a new sub; however, it must be started before a Bio-Gapsule decays. Bio-Gapsules are 
collected by BioGollectors and delivered to a Molecular Repair Facility for reconstruction. 
Note that it is possible to adjust the priorities of Repair Facilities to focus on certain 
classes of subs. 



GLS (Gas Laser Satellite) Launcher 

This structure launches satellites armed with laser guns designed to destroy strategic targets 
from space in precise strikes. The satellite is controlled and resupplied with energy by the 
Launcher, and each Launcher can only control a single satellite at a time. Satellites become 
unusable when the GLS Launcher is destroyed, and after their attack, they self-destruct in 
orbit. 


68 






Chapter Four 

FACTION ANAL YSIS 


Vacuum Bomb Launcher 

This stationary structure produces and launches tactical weapons of mass destruction called 
Vacuum Bombs. Each Launcher can only store one Bomb at a time, and it takes some time 
to reconstruct another Vacuum Bomb. Note that building Bombs is expensive and must be 
completed separately from building the Launcher. 


Quantum Paralyzer 

This object can be effectively used against enemy teleportation attacks, paralyzing enemy 
subs within a certain range. Quantum Paralyzers automatically activate at the moment of 
enemy teleportation, if the destination point of enemy teleportation is within their range. 
They do not require outside energy sources, but do require time to recharge their 
generators. 


Tech Tree 

The Silicons have a vast array of technologies acquired over a complex and expansive tech tree. The 
sheer volume of available technical advances allows even the simplest of their units to undergo 
serious upgrades. Managing your research as the Silicons is initially a challenge, but will offer great 
rewards as you climb the tech tree. 




Polarized Plasma Pulsar 

Allows the construction of PP Pulsar-fixed defense installations that do not require 
ammunition or energy. 

Requires: No Prerequisites 



Gas Shell Launcher 

Required to create special fixed-defensive structures called Gas Shell Launchers. These 
launchers require special ammunition from an Arsenal, but are able to attack at different 
depth levels. 

Requires: Polarized Plasma Pulsar 




Soliton Oscillator 

Soliton waves can be transmitted through water, and because the waves are generated by 
special crystals, Soliton Oscillators do not require external sources of ammunition. They 
can regulate the amount of damage they do by altering their active range. Silicon 
Oscillators work very well in groups, as damage is at a constant rate and accumulates very 
quickly. 

Requires: Polarized Plasma Pulsar 


69 




Chapter Four 

FACTION ANAL YSIS 





Double Plasma Turret Gun (DPT Gun) 

An upgrade to allow PP Pulsar technology to be used in twin mounts. The resulting 
Double Plasma Turret Gun, like PP Pulsars, does not require ammunition and has a 
higher fire rate and attack strength. 

Requires: Polarized Plasma Pulsar 




Bio-Mine Launcher 

Allows the creation of fixed defensive launchers that ‘fire’ Bio-Mines. These mines are sim- 
ilar to Bio-Acid Shells, but contain a homing mechanism that allows them to zero in on 
nearby enemy units. Bio-Mine launchers automatically replenish the mines in their 
vicinity whenever one is destroyed while damaging an enemy. Bio-Mines are themselves 
manufactured by an Arsenal. 

Requires: Polarized Plasma Pulsar 




BioSonar Technology 

BioSonar is a vital technology that allows the construction of BioSonar Stations that 
increase the range of sonar visibility. These structures are more powerful than Human 
Sonar and ASDIC equivalents, and not only have a larger range, but also gain additional 
abilities with further research. 

Requires: No Prerequisite 




Energy Conservation Level 2 

Improves the efficiency of subs and structures in using and storing energy by 50% over 





Level I. The result is a reduction in energy required to power certain objects. 
Requires: No Prerequisite 




Upgrade GSL Fire Rate 

Doubles the recharge rate for Gas Shell Launchers. Doubling the recharge rate does not 
increase the power of each individual attack. 

Requires: Gas Shell Launcher 




Ion Reflector (25% screen) 

Ion refiectors are based on the same principle as the Ion Field Generators. However, rather 
than creating a shield, these fixed defenses refiect 25% of an attacker’s attack strength from 
any type of weapon back at them. Ion Refiectors do not require ammunition. They do run 
out of energy and require a certain amount of time to recharge. Note that Ion Refiectors 
only refiect attacks which are directed at them. 

Requires: Soliton Oscillator 




Upgrade PP Pulsar Fire Rate 

Doubles the fire rate of PP Pulsars by improving the efficiency of their ability to recharge. 
This does not increase the power of each individual attack. 

Requires: Double Plasma Turret Gun 


70 




Chapter Four 

FACTION ANAL YSIS 



Jump-Mine Launcher 

Allows the creation of defensive Jump-Mine Launchers, which launch mines that ‘bounce’ 
or ‘jump’ across the sea bed, or nearby undersea formations, to reach enemy 
submarines. Similar to Bio-Metal Launchers, Jump-Mine Launchers automatically 
replenish the number of mines in their vicinity up to a given limit. However, the Jump- 
Mines themselves are made in an Arsenal. The effectiveness of Jump-Mines depends on the 
landscape and enemy speed. Fast subs may be able to outrun these mines. 

Requires: Bio-Mine Launcher 



Ion Cassette Shells 

Ionic energy-based weapon designed for damaging multiple enemy subs and structures at 
the same time. This technology allows the production of Escort class subs that do not 
require ammunition. 

Requires: No Prerequisite 



Human Cipher Key 

This technology is necessary to successfully gain intelligence about enemies after 
hacking into their computer systems. 

Requires: BioSonar Technology 



Transform Corium to Energy 

A technology that allows the transformation of Corium and Silicon into energy when 
required. The conversion occurs at an Energy Converter. 

Requires: Energy Conservation Level 2 



Upgrade Ion Reflector (50% screen) 

This improves the reflection effectiveness of Ion Reflectors to 50% of the inflicted damage. 
It does not reduce the recharge time for depleted Reflectors. 

Requires: Ion Reflector (25% screen) 



Upgrade DPT Gun Range 

Increases the range of the Double Plasma Turret Gun by 30%. 
Requires: Upgrade PP Pulsar Fire Rate 


BHE Shells 

BHE Shells are high-explosive ballistic shells that can be launched by Dreadnoughts. These 
shells are able to reach and damage groups of subs and structures that are 
inaccessible to normal weapons. They are produced at an Arsenal. 

Requires: Ion Cassette Shells 



Local Teleportation 

This useful technology allows some Silicon subs to teleport themselves to any portion of 
the same map (even those unreachable by regular movement). Self-teleportation requires a 
full charge in the Teleportation Generators, and takes some time to recharge. 

Requires: Human Cipher Key 


71 












Chapter Four 

FACTION ANAL YSIS 






Data Intrusion 

This technology doubles the length of time that enemy information is available to the hacker. 
Requires: Human Cipher Key 



Locator 

An upgrade to BioSonar Stations, locator technology allows the stations to view a 
distant part of the map for a limited period of time through a focused BioSonar energy 
discharge. The energy consumption of this technology is quite high, however, and can take 
some time to recharge for a second look. 

Requires: Human Cipher Key 




Movement Level 2 

Upgrade to sub engines that increases speed by 25% over Level 1. 
Requires: No Prerequisite 



Energy Conservation Level 3 

Improves the efficiency of subs and structures in using and storing energy by 100% over 
Level 1 . Such conservation drastically reduces the amount of energy required to power cer- 
tain objects. 

Requires: Transfer Corium to Energy 



Energy Transmitter 

The ability to transmit energy leads to a new class of subs, Replenishers. Replenishers are 
mobile transmitters that permit Silicon subs to roam freely, without the need to return to 
a Replenish Pod to recharge. They receive energy from a friendly base and retransmit it to 
a limited area around them, providing instant recharges. Note that the sub is poorly armed 
and armored. 

Requires: Transfer Corium to Energy 



Annihilation Technology 

This technology allows metal wreckage, paralyzed subs and cargo captured from the White 
Sharks or Black Octopi, to be converted into energy. The conversion occurs at a 
Recyclotron, and Suppliers are used to transport the materials to the structure. 

Requires: Transfer Corium to Energy 



Parcher 

A very powerful fixed defense, Parchers generate strong guided energy charges that can 
damage enemy subs and structures on any depth level. Parchers do not require 
ammunition; however, they do have a slow fire rate. 

Requires: Upgrade DPT Gun Range 


72 




Chapter Four 

FACTION ANAL YSIS 


/ 




Bio-Acid Shells 

Designed to ‘splatter against an enemy’s hull on impact, these shells contain a 
powerful acid that will corrode subs and structures. These shells are very powerful and 
require special containment, thus a special class of submarine carries them: the Bio-Acid 
Assaulter. The shells are produced at an Arsenal. 

Requires: BHE Shells 


Em 

Energy Shell Level 2 

A general energy charge upgrade that increases charge focus to raise damage by 40% over 
Level 1. 

Requires: BHE Shells 



Teleportation Gate 

A further development of teleportation technology that allows the construction of a tele- 
portation gate that can teleport any mobile unit. Note that gates consist of two parts, and 
if either is destroyed, the other will not work until it is rebuilt. Gates do not require exter- 
nal energy sources, and are constantly active. However, they also make no distinction 
between friend and foe, and thus enemy units can also use a gate to teleport. 

Requires: Local Teleportation 


ifei 

Data Security Upgrade 

Improved intrusion detection, this technology halves the amount of time the enemy can 
hack into your computer system to view intelligence on your navy and resources. It also 
allows you to locate the source of the enemy intrusion for a counterstrike. 

Requires: Data Intrusion 


1 

1 

m 

Anti-sonar Dispersion Screen 

This is another upgrade to BioSonar Stations that allows them to distort enemy sonar to 
hide a portion of the map surrounding the Station. The effective range of the screen is less 
than the active detection range of these stations, and is represented by concentric 
circles on the Sonar Map when a station is selected. 

Requires: Locator 




Enemy Capture 

This important technology allows specialist Usurper subs to capture enemy structures. 
Requires: Locator 

Movement Level 2 




Torpedo Evasion 

Improves sub anti-torpedo maneuvers to avoid low-speed weapons such as torpedoes, 
shells, and energy charges. 

Requires: Movement Level 2 



Chapter Four 

FACTION ANAL YSIS 


Upgrade Energy Accumulator 

* This upgrade increases the energy recharge rate of Energy Accumulators by 25%. 
Requires: Energy Transmitter 


Upgrade Silicon Extractor 

A mining technique improvement, this upgrade increases the speed of silicon 
extraction by 25%. 

Requires: Annihilation Technology 


Silicon Armor Level 2 

U| M Reduces the damage inflicted by enemy weapons by 20%. Does not improve 

protection against Ultrasonic and Soliton Fields. 

Requires: No Prerequisite 


Neuro-Paralysis Shells 

Containing a neuro-paralysis gas, these shells are designed to penetrate enemy 
submarines and release a gas that immobilizes the crew for several seconds, making the 
enemy a sitting duck for other weapons. The shells are made in an Arsenal and carried by 
a new class of submarine, the Paralysis Probe. 

Requires: Parcher 

Bio-Acid Shells 


Acoustic Mines 

Mines provide a strong defense for any base against enemy subs. Acoustic Mines are par- 
ticularly effective as they can be set to detonate only for particular sub classes, thus ensur- 
ing the maximum damage to an attacking force. These mines are produced at an Arsenal 
and are carried by a Bio-Acid Assaulter. 

Requires: Bio-Acid Shells 


Quantum Paralyzer 

This technology allows the creation of a new type of structure, the Quantum Paralyzer, 
which paralyzes enemy subs within a certain range. It does not require outer 
energy sources, but does require time to recharge its generators. This object can be 
effectively used against enemy teleportation attacks. 

Requires: Teleportation Gate 


High-Range Explorer 

This allows the creation of Explorer subs, which contain special equipment for 
exploring the map, including enhanced sonar and visual range, and the ability to teleport 
to any part of the map. 

Requires: Antisonar Dispersion Screen 

Teleportation Gate 










Chapter Four 

FACTION ANAL YSIS 




Teleportation Detection 

This is another upgrade to Command Hub stations, allowing them to detect the source and 
destination point of teleporting enemy units. It is crucial in providing an early warning of 
a surprise enemy attack. 

Requires: Antisonar Dispersion Screen 



Enemy Capture Upgrade 

This technology improves the ability of Usurpers to successfully capture enemy 
structures. It reduces the time it takes to capture them by 20%. 

Requires: Enemy Capture 



Movement Level 3 

Upgrade to sub engines that increases movement 75% over Level I. 
Requires: Torpedo Evasion 



Energy Conservation Level 4 

Improves the efficiency of subs and structures in using and storing energy by 1 50% over Level 
I. This provides a large reduction in the energy required to power certain objects. 

Requires: Energy Conservation Level 3 



Molecular Repair Facility 

Essentially a mechanism to clone destroyed Silicon units, the Molecular Repair Facility 
rebuilds a unit based on its DNA structure. Once this technology is available, all units are 
equipped with special BioCapsules that store their DNA pattern. When a unit is destroyed, 
the BioCapsule is released. A BioCollector sub can then retrieve the BioCapsule and return 
it to the Molecular Repair Facility for rebuilding. 

Requires: Upgrade Energy Accumulator 

Energy Conservation Level 3 


mi 

Upgrade Corium Collector 

This upgrade decreases the time it takes to load a Transport with Corium by 25%. 
Requires: Upgrade Silicon Extractor 


toH 

Silicon Armor Level 3 

Reduces the damage inflicted by enemy weapons by another 20% (40% total). Does not 
improve protection against Ultrasonic and Soliton fields. 

Requires: Silicon Armor Level 2 



Ion Defensive Sheath (20%) 

A protective screen that is automatically installed on all subs, once researched. It reduces 
the damage caused by laser and energy weapons, excluding HF Cannons, by 20%. 
Requires: Silicon Armor Level 2 


75 






Chapter Four 

FACTION ANAL YSIS 




Paralytic Weapon Level 2 

This upgrade has a double impact. It raises the impact damage of Neuro-Paralysis shells by 
30% and increases the effective time of the gas by 25% over Level 1. 

Requires: Neuro-Paralysis Shells 



Upgrade Bio-Acid Shells 

Increases the strength of Bio-Acid Shells by 50%. 
Requires: Acoustic Mines 



ID Teleportation 

Once researched, this security measure prevents enemy units from using teleportation gates 
by automatically installing a sophisticated checker on each gate. 

Requires: Quantum Paralyzer 


Anti-Stealth BioSonar 

After this technology has been researched, Anti-Stealth generators are installed on all 
BioSonar Stations. These generators detect any enemy subs using Stealth mode generators 
within a radius equal to the Anti-sonar radius of the stations. 

Requires: Teleportation Detection 



Depth & Acoustic Mine Detection 

This technology upgrade of Bio-Acid Assaulter submarines allows them to locate and 
destroy enemy Depth and Acoustic Mines. 

Requires: Teleportation Detection 



1 Laser Snare Detection 

j This technology upgrade of Bio-Acid Assaulter submarines allows them to locate and 
destroy enemy Laser Snares. 

Requires: Teleportation Detection 


LTjI 

Movement Level 4 

Upgrade to sub engines that increases speed by 100% over Level I. 
Requires: Energy Conservation Level 4 

Movement Level 3 

rifj*:'.’ * ; 1 

Upgrade Arsenal 

An important upgrade for large forces, this reduces the production time of all weapons at 
an Arsenal by 25%. It does not, however, change the cost the weapons. 

Requires: Upgrade Energy Accumulator 



Upgrade Regeneration Speed 

A vitally important technology that increases the rate of regeneration of all Silicon subs and 
' structures by 100%. 

Requires: Silicon Armor 3 

Upgrade Energy Accumulator 


76 














Chapter Four 

FACTION ANAL YSIS 


Silicon Armor Level 4 

Reduces the damage inflicted by enemy weapons by another 20% (60% total). Does not 
improve protection against Ultrasonic and Soliton Fields. 

Requires: Silicon Armor 3 


Ion Defensive Sheath (30%) 

A protective screen that is automatically installed in all subs once researched. It reduces the 
damage caused by laser and energy weapons, excluding HF Cannons, by 30%. 

Requires: Ion Defensive Sheath (20%) 


Ion Field Generator 

Ion field technology reduces the damage caused by any weapon by 50%. The field is gen- 
erated by an Ion Field Generator, which may protect up to two structures 
simultaneously. The field is not mobile, and thus cannot protect subs. If two structures are 
protected, the field is distributed between the two, such that the aggregate total effect is a 
maximum of 50%. 

Requires: Upgrade Ion Reflector (50%) 

Ion Defensive Sheath (20%) 


Paralytic Weapon Level 3 

The second Neuro-Paralysis shell upgrade increases impact damage by 60% and the dura- 
tion of the gas’s effects by 50% over Level 1. 

Requires: Upgrade Ion Reflector (50%) 

Paralytic Weapon Level 2 


BHE Shell Range Upgrade 

This upgrade to the aiming systems of Dreadnoughts increases the range of BHE Shells by 

20 %. 

Requires: Upgrade Bio-Acid Shells 


Energy Shell Level 3 

A general energy charge upgrade that increases charge focus to raise damage by 80% over 
Level 1. 

Requires: Upgrade Bio-Acid Shells 


Laser Replenish Sheath 

This technology allows Silicon subs to absorb 50% of enemy laser weapon attacks and use 
the energy to recharge their batteries. This special hull coating will automatically be applied 
to subs once researched, but does not reduce the damage caused by laser weapons. 
Requires: Upgrade Regeneration Speed 


Anti-ultrasonic Screen 

A protective screen that is automatically installed in all subs once researched. It reduces the 
damage caused by Ultrasonic Generators by 25%. 

Requires: Silicon Armor Level 4 











Chapter Four 

FACTION ANAL YSIS 


L 

Ion Defensive Sheath (40%) 

A protective screen that is automatically installed on all subs once researched. It reduces the 
damage caused by laser and energy weapons, excluding HF Cannons, by 40%. 

Requires: Silicon Armor Level 4 

Ion Defensive Sheath (30%) 



Energy Shield Neutralization 

A special upgrade to Neuro-Paralysis gas, this allows three hits by Neuro Paralysis shells to 
destroy the protective screen created by a Power Protector, regardless of the 
condition of the screen. 

Requires: Paralytic Weapon 3 


L 

Gas Laser Satellite 

This technology allows the creation of special low-orbit Gas Laser Satellite Launchers. 
These launch and guide the single-use satellites to destroy strategic targets. The launcher 
uses a high-powered laser to launch and guide the satellite, and must be recharged between 
uses. If a launcher is destroyed before a satellite reaches its target, the satellite will burn up 
on reentry without inflicting damage. 

Requires: ID Teleportation 

Laser Replenish Sheath 



Psy-Shield 

A special technology designed to reduce the effects of a Psychotron. This allows the use of 
a special dispersion field installed on a Vermin. The field is automatically activated when 
the Vermin enters the range of an enemy Psy field and protects subs within a given range 
of the Vermin. The shield is powered by special batteries, which, once depleted, cause the 
shield to deactivate until the batteries are fully charged. 

Requires: Ion Defensive Sheath (40%) 



Vacuum Bomb 

The ultimate Silicon mass destruction weapon. Vacuum Bombs are tactical weapons 
designed to attack large groups of enemy subs and structures. The damage produced is 
equivalent to that of Laser Bombs and Thermo-Nuclear Rockets. The weapon is produced 
at Arsenals and launched by Vacuum Bomb Launchers and works by creating a vacuum at 
the point of impact that causes a huge concussion wave in the nearby region. 

Requires: Gas Laser Satellite 

E ■ 

Anti-Mass Weapons Defense System 

This is a two-edged technology. It allows the detection of enemy Thermo-Nuclear Rocket 
and Laser Bomb launches, and also interferes with their guidance systems once within 
range of the Gommand Hub. The amount of deviation from the target will vary, and the 
missile must enter the active radius (which will be displayed on the sonar map when the 
Gommand Hub is selected) before being affected. Note that this may cause enemy missiles 
to hit more important structures than their original targets. 

Requires: Psy-Shield 


78 




Chapter Fiv e 

COMBAT 


Combat Mechanics 

The deadly combat in Submarine Titans is based on several key ideas. Basically, each submarine and 
structure can withstand a limited amount of damage. Hit Points (HP) measure the amount of 
damage a unit can take before it is destroyed. Each time a weapon strikes a unit, the weapon destroys 
the unit's HP equal to its damage rating. Whichever faction can first reduce all of its enemy unit's 
HP to 0 will emerge victorious. While these basic principles are easy to follow, the environment in 
which combat is waged can greatly influence the results of a fight. The main influences in the 
outcome of a battle are detailed in this section. 

3 Dimensional Combat 

Submarine Titans is unique in its representation of three-dimensional movement. In addition to 
movement in the normal two-dimensional plane, your units have the capability to move up and 
down in relation to the sea floor. Knowledge and use of your depth controls is crucial to combat 
success. 

Submarine Titans features five distinct depth levels, controlled by the vertical buttons near the 
bottom corners of your interface. All structures have to be attached to the ocean floor, but your 
submarines will have complete freedom to move up and down by your manipulation of the right set 
of depth controls. Predictably, the bottom-most setting will move your subs to the lowest depth level, 
near the sea floor, while the top setting will move your subs to the highest depth. These depth levels 
will have a noticeable impact on three aspects of the game: ship-to-ship battles, battles between 
permanent defensive structures and enemy ships, and ship movement through the terrain. 

Depth can have an important effect on how your submarines act during a battle with enemy 
forces, as depth affects weapons range. If a firing sub is significantly higher or lower than the target 
sub, the firing sub may not be able to land a hit. The firing sub might need to maneuver up or down 
to a more favorable depth. Since there are such a large range of depths to move through, you’ll be 
able to use the depth settings for some unique strategies. For example, if your opponent’s subs are 
defending at the lowest depth setting, send your fleet in at the highest depth, and you may 
completely bypass the defenders and reach the base before the fleet can attack you. 

When the enemy is attacking your base, your defensive structures will often be responsible for 
the majority of the counter-attack. Unfortunately, most of these structures are incapable of attacking 
enemies that are out of their depth range. For instance, a Black Octopi Heavy Laser that’s stationed 
on the ocean floor will be incapable of shooting any enemy subs that are positioned directly above, 
leaving nearby structures defenseless. While some defensive structures won’t have this limitation, 
you’ll need to position those that do properly to ensure their usefulness. For most of the missile or 
laser-based structures, the optimum depth would be on a third-level mountain or outcropping, 
enabling them to fire at any targets coming their way, if not at those that pass over them. 

Of course, the terrain will also be affected by these changes in depth. You’ll notice hills, 
mountains, and even land bridges on the maps that will affect how you construct your base and move 
your ships. 


79 



4 


Chapter Fiv e 

COMBAT 



You’ll need to mold your base to the terrain near your starting point. In general, it’s best to keep 
your Basic, Supply, and Special structures grouped together on the ocean floor, protected by any 
defensive structures on nearby hills. Keep in mind that most attacks will be coming from the sides 
of your structures; if you can build them with one or two sides blocked off by a higher elevation, 
they’ll gain protection from the hill and you’ll have less need to defend them. By extension, if enemy 
ships are unable to maneuver properly due to the terrain around your base, you’ll have an easier time 
defending. 

The terrain of the map will also affect the movement of your subs. If your ships are moving 
along a lower depth, they’ll be forced to move upwards (which they’ll do automatically) if they 
encounter hills or mountains. Some mountains actually reach the fifth depth level, creating obstacles 
that you’ll need to move around rather than over. 





Chapter Fiv e 

COMBAT 


Adding another level of complexity to the mix are the land bridges. These arches extend high 
above the ocean floor, creating natural bridges that your subs will have to move under. While your 
subs are moving underneath these bridges, they will still appear on sonar, but they will be hidden 
from view when you position your viewscreen above the bridge. In addition, these units will be 
invisible to your opponents’ nearby ships. In combination with a structure that protects your ships 
from enemy sonar, such as the White Shark Disperser, you can lay devastating traps for your enemies 
with strategic use of land bridges. 

Damage Calculation 

In general, the player that’s capable of both dealing and withstanding the most damage will be the 
winner. However, there are other factors involved in calculating damage, such as rate of fire and 
movement rate. Most military submarines and defensive structures are strong in some factors and 
weak in others. For this reason, most players will need to mix and match their forces to obtain a 
balance of units that will support each other and cancel out their respective weaknesses. 

Here is a more detailed list of battle factors that you should consider when building a fleet or 
defensive formation: 

Arms: The armament of a ship or structure determines how much damage it can deal to an 
opponent with each successful hit. Early units will not be capable of meting out much harm, but as 
you research new technologies, you’ll be able to increase the damage potential of older units and 
build new units that will have much more powerful weapons. 

Speed: Speed isn’t a huge factor in most battles, where subs will go head-to-head and fight until 
one side’s fleet is destroyed. However, faster moving subs will be better-able to dodge 
incoming fire as they move past enemy structures and subs, and they’ll also be quicker to respond 
when an enemy fleet attacks your base. 

Ammo: Many subs and structures carry ammunition with them. While the specifics are 
different for each faction, you can see the type and how much ammunition a unit is carrying in the 
bottom-left corner of your screen (or bottom-right in the case of a structure) . If you build your fleet 
entirely out of ships that all use one type of ammo, you may find yourself with a fleet incapable of 
attacking if your munitions factory runs out of that ammunition. Black Octopi ships with lasers need 
plenty of power, and White Sharks need plenty of torpedoes for their ships, and so on. Ships and 
structures that have their own internal ammunition supplies are generally more expensive to build 
than ships that don’t, but will not need their ammunition replenished. 

Firing Delay: After firing a weapon, your units will have to wait a few seconds before their lasers 
are recharged, another torpedo is loaded, etc. Units with low reload times will be able to deal dam- 
age rapidly, but will usually have fairly low power per shot. In comparison, larger, more 
expensive ships will be able to deal much more power per shot, but will have to wait longer between 
shots. 

While these basic statistics are common to almost all units capable of dealing damage, savvy 
players will note that some subs and structures have different methods of dealing damage or 
otherwise hurting the opponent, such as paralysis, shielding, or electromagnetic charges. A brief 
explanation of these modifiers is included below. 


81 



Chapter Fiv e 

COMBAT 


Paralyzation: The Silicon Paralysis Probe and the Black Octopi Avenger are capable of 
paralyzing enemy subs, rendering them incapable of movement. Your ships will continue to fire on 
paralyzed ships until they’re destroyed, but if you act quickly, you may be able to capture the 
stranded ship before the paralysis wears off (in the case of the Paralysis Probe, the Avenger’s effect is 
permanent unless the ship is repaired). 

Electromagnetism: The Black Octopi are capable of building electromagnetic torpedoes that 
will slowly degrade a ship, eventually resulting in its destruction unless it’s completely repaired. 

Ion Reflectors: The Silicons can build an Ion Reflector, a structure that will reflect a 
percentage of damage dealt to it by torpedoes and shells back upon the attacker. 

Remote Shielding: The Black Octopi and Silicons can both build structures that will create 
shields around nearby objects. Each of these structures has a different effect. For instance, the Black 
Octopi Protective Shield Generator will create a field that will reduce damage to nearby friendly 
submarines, while the Silicon Ion Field Generator will cut the damage to any two friendly structures 
by half 




Chapter Six 

APPENDICES 


Appendix 1: Structural Statistics 

White Sharks 


Building Name 

Build 

Time 

Hit 

Points 

Metal 

Req. 

Corium 

Req. 

Technological 

Requirement 

SubCenter 

90 

2000 

1800 

0 

No Prerequisite 

RepCenter 

30 

1500 

700 

0 

No Prerequisite 

ArmCenter 

40 

1200 

900 

400 

No Prerequisite 

TechCenter 

60 

1000 

1400 

300 

No Prerequisite 

Sonar 

15 

1500 

800 

0 

Long Range Sonar 

InfoCenter 

60 

700 

500 

0 

Research Enemy Cipher Key 

CyberCenter 

60 

600 

600 

0 

Cyber Technology 

Air Extractor 

15 

500 

500 

0 

No Prerequisite 

TradeCenter 

40 

1000 

800 

0 

No Prerequisite 

Metal Extractor 

15 

500 

200 

0 

No Prerequisite 

Corium Extractor 

15 

500 

300 

0 

No Prerequisite 

Depot 

40 

800 

300 

0 

No Prerequisite 

Gold Extractor 

15 

500 

600 

0 

No Prerequisite 

HF Cannon 

20 

1600 

500 

40 

Hydro-Fusion Technology 

SToLP 

30 

1800 

800 

80 

Medium-Torpedo Technology 

Ultrasonic Generator 

25 

500 

600 

300 

Ultrasonic Technology 

Plasma Cannon 

30 

1200 

900 

1000 

Plasma Cannon Technology 

TranCenter 

90 

1500 

1500 

500 

Teleportation Technology 

Disperser 

20 

800 

800 

100 

Disperser Screen Technology 

Shark Control 

25 

500 

500 

0 

Shark Control Technology 

Psychotron 

45 

800 

900 

300 

Psy-Technology 

Plasmatron 

60 

700 

600 

1000 

Corium 296 

TLS 

60 

600 

1000 

2000 

Thermo-Nuclear Technology 

Teleshield 

60 

700 

600 

200 

Teleshield 

















Chapter Six 

APPENDICES 


Black Octopi 

Building Name 

Build 

Hit 

Metal 

Corium 

Technological 


Time 

Points 

Req. 

Req. 

Requirement 

Dockyard 

90 

2000 

1800 

0 

No Prerequisite 

Repair Dock 

30 

1500 

700 

0 

No Prerequisite 

Munitions Factory 

40 

1200 

1000 

400 

No Prerequisite 

Research Laboratory 

60 

1000 

1400 

300 

No Prerequisite 

Asdic 

15 

800 

700 

0 

Long Range Asdic 

CentComp 

60 

700 

500 

0 

Research Enemy Cipher Key 

Power Station 

30 

500 

500 

250 

Research Energy Supply 

Cyber Laboratory 

30 

500 

600 

200 

Cyber Technology 

02 Sublimator 

15 

500 

500 

0 

No Prerequisite 

Market 

60 

1000 

700 

0 

No Prerequisite 

Metal Mine 

15 

500 

200 

0 

No Prerequisite 

Corium Mine 

15 

500 

300 

0 

No Prerequisite 

Silo 

40 

800 

300 

0 

No Prerequisite 

Gold Sublimator 

15 

500 

600 

0 

No Prerequisite 

Light Laser 

200 

1200 

400 

50 

Light Laser Technology 

Magnetic-Mine Launcher 

25 

1600 

600 

120 

Magnetic-Mine Technology 

Heavy Laser 

30 

1400 

800 

100 

Gas-Laser Technology 

Electro-Magnetic Launcher 

30 

1300 

700 

80 

Electro-Magnetic Torpedoes 

Teleporter 

90 

1500 

1500 

450 

Teleportation Technology 

Anti-Sonar Shield 

20 

800 

800 

100 

Disperser Screen Technology 

Protective Shield Generator 

40 

500 

1000 

400 

Protective Screen Technology 

Power Protector 

90 

800 

1800 

1000 

Energy Shield 

Laser Bomb Launcher 

60 

500 

1000 

3000 

Laser Bomb Technology 


84 




Chapter Six 

APPENDICES 


Silicons 

Building Name 

Build 

Hit 

Metal 

Corium 

Technological 


Time 

Points 

Req. 

Req. 

Requirement 

Command Hub 

45 

2000 

1200 

300 

No Prerequisite 

CHub Mobility Module 

60 

500 

600 

200 

No Prerequisite 

CHub Intelligence Module 

60 

500 

600 

200 

No Prerequisite 

CHub Super-tech Module 

60 

500 

600 

200 

No Prerequisite 

CHub Energy Module 

60 

500 

600 

200 

No Prerequisite 

CHub Structure Module 

60 

500 

600 

200 

No Prerequisite 

CHub Regeneration Module 

60 

500 

600 

200 

No Prerequisite 

CHub Submarine Module 

60 

500 

600 

200 

No Prerequisite 

Arsenal 

45 

1200 

900 

400 

No Prerequisite 

Protoplasm Generator 

90 

1800 

1500 

0 

No Prerequisite 

Replenish Pod 

30 

700 

600 

50 

No Prerequisite 

BioSonar Station 

30 

700 

600 

50 

BioSonar Technology 

Silicon Extractor 

30 

600 

700 

0 

No Prerequisite 

Corium Collector 

20 

500 

400 

0 

No Prerequisite 

Corium Silo 

20 

500 

300 

0 

No Prerequisite 

Energy Accumulator 

30 

800 

800 

0 

No Prerequisite 

Energy Converter 

40 

1200 

800 

200 

Transform Corium to Energy 

Recyclotron 

45 

1100 

1000 

200 

Annihilation Technology 

Polarized Plasma Pulsar 

20 

1000 

500 

50 

Polarized Plasma Pulsar 

Soliton Oscillator 

30 

700 

800 

500 

Soliton Oscillator 

Gas Shell Launcher 

25 

1400 

600 

120 

Gas Shell Launcher 

Double Plasma Turret Gun 

20 

1300 

600 

100 

Double Plasma Turret Gun 

Ion Reflector 

30 

1300 

700 

200 

Ion Reflector (25% Screen) 

Jump-Mine Launcher 

35 

1000 

900 

300 

Jump-Mine Launcher 

Bio-Mine Launcher 

35 

1200 

800 

350 

Bio-Mine Launcher 

Parcher 

35 

1400 

900 

350 

Parcher 

Gate 

60 

1300 

1000 

150 

Teleportation Gate 

Ion Field Generator 

50 

1000 

900 

400 

Ion Field Generator 

Molecular Repair Facility 

90 

900 

1000 

500 

Molecular Repair Facility 

GLS Launcher 

50 

1200 

1100 

2000 

Gas Laser Satellite 

Vacuum Bomb Launcher 

90 

700 

800 

3000 

Vacuum Bomb 

Quantum Paralyzer 

60 

800 

1000 

600 

Quantum Paralyzer 


85 




Chapter Six 

APPENDICES 


Appendix 2: Submarine Statistics 


White Sharks 

Name 

Hit Points 
Weapon #1 Name 
Weapon #2 Name 

Speed 

Range 

Range 

Build Time 

Ammo 

Ammo 

Metal Req. 

Delay 

Delay 

Corium Req 

Technological 

Prerequisite 

TranSub 

400 

6 

20 

600 

0 

No Prerequisite 


None 

N/A 

N/A 

N/A 




None 

N/A 

N/A 

N/A 



Constructor 

800 

6 

30 

1000 

0 

No Prerequisite 


None 

N/A 

N/A 

N/A 




None 

N/A 

N/A 

N/A 



RepSub 

800 

6 

30 

800 

0 

Mobile RepSub 


None 

N/A 

N/A 

N/A 




None 

N/A 

N/A 

N/A 



Sentinel 

300 

12 

20 

200 

40 

No Prerequisite 


Light HF Shells 

5 

N/A 

1.5 




None 

N/A 

N/A 

N/A 



Hunter 

500 

9 

30 

400 

80 

No Prerequisite 


Small Torpedoes 

5 

20 

2.5 




None 

N/A 

N/A 

N/A 



Cruiser 

1300 

9 

70 

1000 

300 

Large Torpedo Technology 


Large Torpedoes 

5 

30 

4.5 




None 

N/A 

N/A 

N/A 



Marauder 

1200 

9 

40 

800 

100 

Marauder Equipment 


Small Torpedoes 

5 

20 

4 




None 

N/A 

N/A 

N/A 



DC Bomber 

1000 

6 

50 

800 

250 

Depth Bomb Technology 


Small Torpedoes 

5 

20 

4 




DC Bombs 

5 

80 

5 



Liberator 

700 

9 

60 

700 

150 

Anti-Phantom Technology 


Small Torpedoes 

5 

20 

4 




None 

N/A 

N/A 

N/A 



Mine-Layer 

800 

9 

40 

700 

90 

Depth-Mine Technology 


Small Torpedoes 

5 

20 

4 




Depth Mines 

1 

10 

Variable 



Terminator 

800 

6 

60 

1000 

1200 

Plasma Generator 


High Plasma Charge 

5 

N/A 

5 




None 

N/A 

N/A 

N/A 



CyberWorm 

1000 

6 

30 

200 

20 

Cyber Technology 


None 

N/A 

N/A 

N/A 




None 

N/A 

N/A 

N/A 




86 




Chapter Six 

APPENDICES 


Black Octopi 

Name 

Hit Points 
Weapon #1 Name 
Weapon #2 Name 

Speed 

Range 

Range 

Build Time 

Ammo 

Ammo 

Metal Req. 

Delay 

Delay 

Corium Req 

Technological 

Prerequisite 

Cargo Sub 

400 

6 

20 

600 

0 

No Prerequisite 


None 

N/A 

N/A 

N/A 




None 

N/A 

N/A 

N/A 



Assembler 

800 

6 

30 

1000 

0 

No Prerequisite 


None 

N/A 

N/A 

N/A 




None 

N/A 

N/A 

N/A 



Repair Platforn 

800 

6 

30 

900 

0 

Mobile Repair Platform 


None 

N/A 

N/A 

N/A 




None 

N/A 

N/A 

N/A 



Fighter 

400 

12 

20 

300 

50 

No Prerequisite 


Small Torpedoes 

5 

20 

2.5 




None 

N/A 

N/A 

N/A 



Destroyer 

600 

9 

40 

500 

80 

Splinter Torpedo Technology 


Splinter Torpedoes 

5 

40 

2.5 




None 

N/A 

N/A 

N/A 



Heavy Cruiser 

1500 

6 

70 

1200 

300 

Ruby Laser Technology 


Ruby Laser 

5 

30 

3 




None 

N/A 

N/A 

N/A 



Raider 

1300 

9 

40 

700 

60 

Raider Equipment 


Light Laser 

5 

20 

4 




None 

N/A 

N/A 

N/A 



Invader 

800 

9 

50 

800 

150 

Cassette-Shell Technology 


Cassette Shells 

5 

30 

3.5 




None 

N/A 

N/A 

N/A 



Phantom 

700 

9 

60 

1000 

250 

Phantom Equipment 


Ruby Laser 

5 

20 

2.5 




None 

N/A 

N/A 

N/A 



Defender 

900 

6 

40 

700 

80 

Laser Snare Technology 


Small Torpedoes 

5 

20 

4 




Laser Snares 

3 

10 

N/A 



CyberDolphin 

1000 

12 

35 

400 

200 

Cyber Technology 


None 

N/A 

N/A 

N/A 




None 

N/A 

N/A 

N/A 



Avenger 

900 

9 

60 

1200 

200 

Paralyzing Rays Technology 


Light Laser 

5 

30 

2.5 




Paralyzing Rays 

5 

N/A 

10 



Stealth Scout 

300 

12 

20 

500 

40 

Stealth Scout Technology 


None 

N/A 

N/A 

N/A 




None 

N/A 

N/A 

N/A 




87 




Chapter Six 

APPENDICES 


Silicons 

Name 

Hit Points 
Weapon #1 Name 
Weapon #2 Name 

Speed 

Range 

Range 

Build Time 

Ammo 

Ammo 

Metal Req. 

Delay 

Delay 

Corium Req 

Technological 

Prerequisite 

Capsule-Prototype 

800 

6 

7 

50 

0 

No Prerequisite 


None 

N/A 

N/A 

N/A 




None 

N/A 

N/A 

N/A 



Transport 

500 

6 

15 

100 

0 

No Prerequisite 


None 

N/A 

N/A 

N/A 




None 

N/A 

N/A 

N/A 



Supplier 

600 

6 

40 

400 

0 

No Prerequisite 


None 

N/A 

N/A 

N/A 




None 

N/A 

N/A 

N/A 



Replenisher 

600 

6 

40 

600 

40 

Energy Transmitter 


None 

N/A 

N/A 

N/A 




None 

N/A 

N/A 

N/A 



Explorer 

200 

9 

20 

200 

40 

High-Range Explorer 


None 

N/A 

N/A 

N/A 




None 

N/A 

N/A 

N/A 



SHS Sub 

300 

12 

20 

300 

50 

No Prerequisite 


Energy Shells 

5 

30 

3 




None 

N/A 

N/A 

N/A 



Escort 

500 

9 

45 

800 

180 

Ion Cassette Shells 


Ion Cassette Shells 

5 

20 

5 




None 

N/A 

N/A 

N/A 



Dreadnought 

1500 

6 

50 

1000 

no 

BHE Shells 


BHE Shells 

5 

20 

5 




None 

N/A 

N/A 

N/A 



Bio-Acid Assaulter 

900 

6 

60 

700 

200 

Bio-Acid Shells 


BioAcid Shells 

5 

25 

3 




Acoustic Mines 

1 

10 

N/A 



Usurper 

1200 

9 

40 

500 

100 

Enemy Capture 


Energy Shells 

5 

30 

3 




None 

N/A 

N/A 

N/A 



Paralysis Probe 

400 

12 

70 

600 

400 

Neuro-Paralysis Shells 


Neuro-Shells 

5 

20 

5 




None 

N/A 

N/A 

N/A 



Vermin 

700 

9 

40 

600 

150 

Psy-Shield 


Energy Shells 

5 

30 

2 




None 

N/A 

N/A 

N/A 



BioCollector 

600 

6 

N/A 

N/A 

N/A 

Molecular Repair Eacility 


None 

N/A 

N/A 

N/A 




None 

N/A 

N/A 

N/A 




88 




Chapter Six 

APPENDICES 


Appendix 3: Weaponry Statistics 


Name 

Used By 

LI Prod. Time 

L2 Prod. Time 

Corium Cost 

Max Storage 


LI Damage 

L2 Damage 

L3 Damage 

L4 Damage 

L5 Damage 


Small Torpedo 


Medium Torpedo 


Large Torpedo 


Electromagnetic Torpedo 


Laser Snare 


Light Laser 


Ruby Laser 


Gas Laser 


Cassette Mother-shell 


Cassette Shell 


Light HE Shell (subs) 


Heavy HE Shell (structures) 


Laser Bomb Head 


Laser Bomb Charge 


High Plasma Charge 


Gas Shell 


Splinter Torpedo 


Energy Shell 


Ion Cassette Mother-shell 


Ion Cassette Shell 


Bio-Acid Shell 


Neuro-Shell 
Paralyzation Duration: 


Gas Laser Satellite 










































































































Chapter Six 

APPENDICES 


Appendix 3: Weaponry Statistics (continued) 


Name 

Used By 

LI Prod. Time 

L2 Prod. Time 

Corium Cost 

Max Storage 


LI Damage 

L2 Damage 

L3 Damage 

L4 Damage 

L5 Damage 


High-temperature Plasma Shell 


Polarized Plasma Shell 


BHE Shell 


Depth Bomb 


Ultrasonic Field 


Soliton Field 


Self-guided Energy Shell 


Jump Mine 

SI 

200 

5 

2 

4 

50 

Depth Mine 

WS 

1000 

20 

10 

50 

20 

Acoustic Mine 

SI 

950 

20 

10 

60 

20 

Nuke 

WS 

2000 

180 

- 

2000 

5 

Bio-Mine 

SI 

150 

4 

2 

4 

50 

Magnetic Mine 

BO 

350 

12 

6 

5 

50 


Paralyzing Rays (Avenger) 


Vacuum Bomb 













































































HOT KEY S 



Pause 

Pause/continue the game 

Ctrl+S 

Quick save 

Ctrl+L 

Quick load 

Alt+X 

Exit to Main Menu 
Alt+Q 

Quit Game 
Escape 
Escape 
Y 

Confirm "Yes" 

N 

Confirm "No" 

Up 

Scroll up 
Down 

Scroll down 

Left 

Scroll left 
Right 

Scroll right 

Space 

Scroll to last report 


Tab 

Switch activity of objects 

Pad- 

Zoom out of the play field (3 levels 
available) 

Pad + 

Zoom into the play field (3 levels 
available) 

Pad/ 

Switch between the 4 different camera 
views clockwise 

Pad * 

Switch between the 4 different camera 
views counterclockwise 

Ctrl+ 1 ... 0 

Set currendy selected units as a 
selection group. Can also be used to 
add or remove units from a pre-set 
group. 

1 ... 0 

Select a pre-set group 

Shift+Fl ... FIO 

Set the map area in the play window 
as a pre-set area to view 

FI ... FIO 

Select a pre-set area to view 


Pad 1 ... 5 

Move the selected objects to one of 
the 5 depth levels 

Enter 

Send message 

Shift+Enter 

Send message to all (in multiplayer 
game only) 

Alt+Enter 

Send message to allies (In multiplayer 
game only) 

Ctrl+ Enter 

Send message to enemies (in 
multiplayer game only) 

Fll 

Send client request for waiting (in 
multiplayer game only) 

F12 

Clear messages area 

Ctrl+Alt+C 

Take a screenshot 

Submarine Titans is very flexible 
when it comes to keyboard shortcuts, 
mouse control, and other configurations. 
To change configuration run the Submarine 
Titans Configuration program. 


91 



CREDITS 


Ellipse Studios 

Director and Executive Producer; 

Ellipse Studios WEB Design 

David "Killer Axe" Auen 

Raaj Menon 

and Help Files: 

Wes "FlyerAce" Weston 

Game Designers: 

Sergei Shevyryov 

"Alexander" Pucher 

Dmitri Prokopov 

Voice-Over Talent: 

Patrik "Reine" Gustafsson 

Graig Thornier 

Peter Barto 

Max "tihson" Freeberg 

Programmers: 

Racer Stevens 

Jussi "Hangman" Palosaari 

Grigoriy Podgorny 

Quality Assurance; 

Sean "Wild Gangrel" 

Vlad Popov 

Alan Crichton 

and to all our other beta testers who 

Andriy Doroshchuk 

Simon "TheShadow" Henderson 

participated 

Dmitri Dudnikov 

Testers: 

Special thanks to: 

Nickolay Vlasenko 

Daniel K, Wilson 

Nordramor (Nordy!) 

Artem Kulakov 

Brian "enforc3r" Tan 

Ruben "Auspex" Moreno 

Yuriy Tkachenko 

Bill "nevada-bill" Pollock 

Ulrich Schlechte 

Artists and 3D Modeling; 

Robert "Mechanismo" Stein 

Felix Hick 

Dmitri Prokopov 

Nico Vaatstra 

The FSGS and Net Games staff 

Viktor Sylak 

Martin "Oxydius" Bailey 

Game Engine and 

Andriy Kardash 

John Osmond 

Original Story Created by: 

Oleh Gvozdev 

Dennis Rottler 

Ellipse Studios Pty Ltd 

Composer and Sound Engineer: 

Stephen Foster 


Andrei Vasylenko 

Richard "TigerShark" Temple 



Strategy First 


Producer 

Paul Thibault 
Associate Producer 
Paul Gadbois 
Scenario Design 
Paul Gadbois 
Alex O'Hara 
Adam Phillips 
Map Design 
Adam Phillips 
AI Scripting 
Paul Gadbois 
Jeff Millett 
Alex O'Hara 
Jay Podilchuk 
3D Artist 

Stephane Bacrot 


Sound Engineer 

Stephane Brault 
Quality Assurance 
Michel Ghouinard 
Elizabeth Ferreira 
Michael LeDrew 
Simon Ludgate 
Jeff Millett 
Philippe O'Gonnor 
Jay Podilchuk 
Emanuel Protopapas 
Prokopios Sotos 
Additional Writing 
Phil O'Gonnor 
Packaging & Design 
Litsa Babalis 
Public Relations 
Ghristina Ginger 


Marketing 

Litsa Babalis 
Ghristina Ginger 
Elizabeth Ferreira 
Gatherine McDermott 
Genevieve Seguin 
President 

Don McFatridge 
V.P. Marketing 
Steve Wall 

V.P. Product Development 

Richard Therrien 

V.P. Systems 

Dave Hill 

Executive Producer 

James McNeely 


Mars Publishing 


Manual Creation 

Edwin E. Steussy 
Amy I. Yancey 
Lars H. Peterson 
Michael P. Duggan 
Stratos Group 










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